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Using procedural meshes instead of static meshes for simple cubes, cost performances?

I want to replace the base object’s mesh in my MapBuilder from a static mesh cube to a proceduralMesh cube so I can modify it on the fly.
Most of the cubes won’t be modified but may still be ProceduralMeshes.
Will it cost performances?

Procedural anything usually comes at a cost as the result is usually generated and bound by the CPU.

The only way to know for sure is to test it under what would be considered extreme conditions and by proxy. In this case drop in a cube with 200k polygons and a couple of dozen draw calls and see what happens. Based on the performance curve you can then amortize your performance costs going from the shallow to the deep end of the pool based on the needs of the game.

Alright thanks!