Vertex count is 30 times higher in Unity
Hi,
I have a simple scene in Unity, with some models, a directional light and a reflection probe. Maya says that there are about 24k verts. We have our own engine, and it says 35k verts (it takes into account the uv seams and hard edges). But in Unity, the stats window shows about 1 million verts... that's 30 times the real vertex count! If I turn off the light, it goes down to 500k verts... it's still 15 times the real vertex count. The scene is composed of 3 models for the background and one for the floor (a simple plane with some polygons to make variations)
Why is this happenning?
Thanks!
Answer by Bunny83 · Aug 14, 2019 at 11:36 PM
Apart from the usual differences (quads or other topologies are converted into triangles, UV seams, hard edges, etc) you should keep in mind that Unity's stats window is not about counting the physical vertices in the scene but about how many vertices are rendered. It's a rendering statistics window.
It highly depends on the used rendering pipeline, the numbers of lights and the used shaders. More advanced shaders (like the Standard shader) have multiple passes per object. Each pass essentially renders the object again. In addition there might be seperate lighting or shadow passes as well as additional geometry for certain effects (shadows, volumetric light, skybox / sphere)
Answer by inpeckable891 · Nov 06, 2021 at 07:00 PM
For me, when I change my lighting from soft or hard shadows to no shadows, the vert count decreases dramatically. Also for some reason, the first(default direction light in every scene) light does not reduce vert count when deleted, but if you were to have multiple directional lights in your scene and deleted them, the vert count would decrease.
Your answer