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Question by Hamzeh Soboh · Feb 27, 2014 at 10:32 AM · meshperformanceoptimizationcombinemeshes

Combining meshes doesn't reduce triangle count

When I try to combine meshes to get better performance, ok I could increase frames per second, but I still have 14k triangles and 23k vertices.

alt text

Given that the combined mesh is of cubes of the same material, size and orientation. How can I reduce tris count? Note that I'm developing for mobile and the game is in the beginning.

Thanks,

combined.png (53.4 kB)
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avatar image Linus · Feb 27, 2014 at 10:34 AM 2
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I do not think combining meshes will reduct the triangles or or vertices's. Its the same mesh just combined.

It should reduce the amount of draw calls though.

avatar image Hamzeh Soboh · Feb 27, 2014 at 10:38 AM 0
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so, can't I get better result?

avatar image Linus · Feb 27, 2014 at 10:46 AM 0
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Not by combining the mesh. What will the cube be used for? What is the reason you need to have built up of many cubes?

avatar image CodeElemental · Feb 27, 2014 at 11:29 AM 2
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You could also try Occlusion Culling (Pro feature). That way you could disable rendering of out-of-sight objects and effectively triangle/vertice count.

avatar image Exalia · Feb 27, 2014 at 12:34 PM 1
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Yeah, of objects, not of vertices, IF your object is Huge and always within the frustum ALL the vertices will ALWAYS be rendered. even if they are off screen.

I suggest you look up some tutorials on Umbra Occlusion.

The advantage of combine mesh is that you can reduce computation by having large objects. On a house I could have separate objects for windows, walls, doors etc. but if I attempt to query occlusion on all of those objects my CPU is gonna be gasping. However my GPU will have nothing to do due to such great occlusion.

If I combine my house into one mesh, I will render the entire house when I'm looking at it but I will only have to test for one object. $$anonymous$$y CPU will love that but my GPU is doing unnecessary computation.

I hope that furthers your understanding.

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