- Home /
Question by
malkere · Oct 20, 2017 at 02:28 PM ·
terrainresolutionterraindata
Why do smaller terrains have higher triangle count?
I must be overlooking something...
I created this test of unity terrains, no details, no splats:
grid res fps ram tris
1: 2x2 1024 1030 1126 680k
2: 4x4 512 385 1133 2.2m
3: 8x8 256 84 1223 4.6m
those are the amount of terrains in scene, the terrain resolution, the fps on a stationary camera, the memory use of the editor in play mode, and the visible triangle count.
Okay but...
1024x1024x2x2 = 4,194,304
512x512x4x4 = 4,194,304
256x256x8x8 = 4,194,304
why is the vertex count doubling in play when they should all be the same?... we're talking about heightmap resolution of course... I don't get it? I must be missing something stupid here...
Comment
I ran some tests and found that smaller terrains are using higher LODs even when the heightmap data and settings are exactly the same other than size and resolution:
what's up with that...