I built a size map then scaled it to 5.0 for x and y. It’s bigger than the BP sphere as you can see in one of the photos. I then created a sphere that had 1,000,000 for radius and Z with 500 sides.
The BSP had a little lag at that size. When I got it to a Mesh it had no lag at all.
Is mesh building infinite in terms of decent computer with a high amount of ram? Even with 20+ it doesn’t even lag a little. I can copy and paste 4-8 with ease at a time (if they are meshes) with no lag.
Should I even worry about mesh counts or is it the materials and probably the extreme detail that will cause the problems later on? Not the meshes themselves as they are infinite?
I saw that it has 2k triangles. Is there a rough estimate of how many triangles I can hit or a broad for lower end to higher end pcs? 500k for lower and 1 million for higher or something along those lines that is a base or is that something you have to find?
That’s really hard to say, because it depends on the hardware -> for my game I always do some performance testing before I start with e.g a level so that I’m sure that my PC (and others) can handle those assets
It’s more than just memory storage, the GPU also has to process the geometry to display it. Once you add in other things you’d normally have in a game, like gameplay, animations, textures, and separate objects then things slow down.
Just an example -> I paint grass onto a landscape to see how much I can dsiplay on my screen without getting under a certain fps rate. After that I know in which distance I should cull the grass to get an acceptable performance (of course after that I will also have to check if the cull distance is visually acceptable -> so that the player doesn’t realise the culling, but this is just an example ;))
As already mentioned nearly everything decreases your performance
I guess I was just expecting it to be crippling on performance at a 1,000,000. New area of computing for me used to barebone systems or minimal systems requirements that can run code. On the other end now and it seems I need to just do research into all of those areas separately to get caught up.
Can it be you assume that the size of an object has influence on performance? If it is so, size doesnt matter, be it kilometers big or a few milimeters, this is relativly irrelevant (it becomes relevant when your size is very small or very large, exceeding floating point precision). Triangle count, on-screen size and material does, as other said.