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Question by belamessex · May 12, 2015 at 09:53 AM · performance optimization

performance when scaling/duplicating objects

Hi I'm an art person mainly, so sorry if this is basic, but: If I'm making a landscape and I duplicate, scale and stretch one rock asset many times, do the bigger ones (like a mountain in the background) take up the same amount of processing as the small ones? I would guess yes because the duplicates, no matter how big, would have the same amount of polygons and faces. So far everything looks good visually, I'm just worried I'm making basic performance errors and the game will be too bloated once I'm ready to ship. Maybe there is a good guide for performance optimization I could be referred too for general questions like this.

Thanks!

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avatar image Klarax · May 12, 2015 at 10:42 AM 0
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This is indeed because the poly-count increases, and other small aspects.

Try creating the rock as prefabs. and drag that out into the scene. $$anonymous$$ay help performance, certainly help asset bundle size upon game build. If this asset bundle is over 2gig the game wont build.

To help, try using LOD's to change the quality of the rock with distance from camera.

avatar image belamessex · May 12, 2015 at 09:14 PM 0
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Cool good to know. I was starting to get a massive amount of rock assets. Ill try the prefab route.

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