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Is there a general rule of thumb for optimizing / low-res meshing a model for mobile (max poly/vert count), for a scene where there would be several occurrences of the same? The target platform would be mobile device.
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Which platform? Androids are very different. Even iPhones are different. For most of them overdraw (not the vertex count) is the issue. How many % of these vertices will be skinned? What kind of shaders are you going to use? How many texture slots? How many different materials? Despite all these questions I tend to think about 50k static vertices in scene :) (and the scene is reasonable: not to much overdraw and not to many batched objects with shaders using not more than two textures). Yes, caveat with Android is that it's a whole range of devices... What about non-static (animated) models?
Dec 21 '10 at 06:38 PM
ina
I can't really remember, but you have to think about skinned meshes in a different way: skinning is performed on CPU, so in theory you could render just as much vertices as long as you have spare CPU cycles. Unity skinning is quite well optimized, but I don't have specific numbers.
Dec 22 '10 at 12:08 PM
Paulius Liekis
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