- Home /
,Large Quantity of FBX - Best Practice?
We have 300 unique objects that a user can spawn into the scene at runtime.
Is there a performance hit/benefit to putting them all into one fbx and creating 300 individual prefabs? Or is it better to leave them as 300 fbx files and create prefabs from those?
Objects would have no more than 50 polys and textures are 4096 x 4096 (1 Texture per object, 300 Textures total)
Answer by FedericoDeBona · Nov 07, 2018 at 06:18 AM
I suggest you to have 300 prefabs. One think that you could do to optimise, is dramatically reduce the texture size, like 1024x1024, because with 300 textures 4k, the size of the project will be really high, and process all this texture with this size will slow down the frame rate.
As a note of just how far this would go:
a (4096 x 4096) texture, 4 bytes per pixel, compressed, should be somewhere around 10 2/3$$anonymous$$B each (assu$$anonymous$$g 1/6 size from compression) in video memory. Load 300 of those at once and that's 3.125GB (3200$$anonymous$$B).
The suggestion of (1024 x 1024) textures alone would reduce that to 1/16th size, at 200$$anonymous$$B.
Either way, that would be textures and nothing else, in regard to those specific 300 objects.
Your answer

Follow this Question
Related Questions
Which is better? Switching out Textures or Instantiating Different prefabs? 1 Answer
Samsung s6 and pixel devices overheating within a few minutes 0 Answers
Does rendering the game at lower resolution consumes less power on Android? 1 Answer
How would I fix this DrawMeshInstancedIndirect and Translucent object problem? 0 Answers
Performance Question: More Tileable Textures or more Model Specific textures 0 Answers