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What is the Unity3d rendering limit?
I have been trying out the limits of unity3d. I created a scene where I started duplicating a model of a farmer. It had 9k tris and was fully textured with a few diffuse/spec maps. 4x 256/256 px and two 2048/2048px maps.
It started lagging a bit when I got to 128 models (mainly when I was trying to select the models), after I duplicated them again, which gave me 256 models in my view port it was very hard to select them all. I barely managed to select them, just after I clicked duplicate the game has crashed.
My dev pc is in the 3% of gaming computers (with no overclocking), so I can squeze most software to its limits. I will need to run a HD scene with over 3 milion polygons, are there any ways to higher the bottlecap?
I've been thinking about using the CFF explorer to change the program data, would it work?
Answer by RalphTrickey · Jul 08, 2013 at 09:48 PM
You hit the 3GB limit of a 32 bit process. I'm not sure if the editor will run as a 64 bit process.
http://answers.unity3d.com/questions/205435/can-i-make-a-64-bit-game-in-unity.html
There are many types of memory and many way of optimizing. I can run 3 Mil triangles easily on my PC (not a very high end one by now.)
I believe that speed issue you ran into is that by copy/paste, you are creating a unique copy of the textures, mesh and triangles. By using Shared textures, the models will all use the same copy of the texture, allowing you to push a lot more triangles.
Will the editor be affected? I have been inside of the editor thus I have not compiled it into a 64 bit application.
I did some quick googling,and I don't see a 64 bit unity editor out there.
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