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Question by shaqimon · Jun 23, 2014 at 11:02 PM · meshperformancemayasmoothpoly

Will super-smoothed meshes affect the performance of games in android/iOS based phones

Good morning everyone. The question that I would like to ask is as stated above.

I have a character done using Maya. Done with its rigging and animations uv and such. I even smoothed it out, and makes up to 50k polys. The question is, when I import the object and did the game, will this game affects the performance of nowadays gaming phones, like lagging too much just to load everything, spikes here and there when moving?

p.s: Consider that my surrounding objects and meshes are also smoothed just like how I did towards my character.

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Answer by Clet_ · Jun 24, 2014 at 12:50 AM

You know that AAA PS3/XBox titles have around 10k-20k poly for main characters? Never smooth anything for games. Never

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avatar image shaqimon · Jun 24, 2014 at 07:27 PM 0
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Seriously? I guess I'll make movies then :P So basically what you are suggesting is that we ARE to make the physiques and shape as round as possible, whilst making it <10k polys?

avatar image tanoshimi · Jun 24, 2014 at 07:38 PM 0
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No, for Android/iOS, I'd suggest you make it <1k polys. That's why modelling is a technical skill... ;) http://docs.unity3d.com/$$anonymous$$anual/$$anonymous$$odelingOptimizedCharacters.html

avatar image meat5000 ♦ · Jun 24, 2014 at 08:23 PM 0
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$$anonymous$$odern Android smartphones are a little more forgiving than this :) but its a good figure to aspire to.

iOS is nonsense in terms of performance and is not forgiving at all.

avatar image screenname_taken · Jun 25, 2014 at 03:01 PM 0
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@shaqimon. Yes. It's the lighting that fools. It's why there are normal maps. Normal maps are basically images with the lighting details encoded in them. If you take a low poly model and apply to it the normal map created by a high poly model, then the light on the low poly model will look like the high poly model.

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Answer by PouletFrit · Jun 24, 2014 at 07:38 PM

"For mobile devices, somewhere between 300 and 1500 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. You may need to reduce the polygon count per mesh if the game can have lots of characters onscreen at any given time. As an example, Half Life 2 used 2500–5000 triangles per character. Current AAA games running on the PS3 or Xbox 360 usually have characters with 5000–7000 triangles."

But just like Clet_ said, main character for PS3/Xbox title tends to had around 10k-20k.

Graphics performance is not only about number of polygons. Take a look at the the tips for optimizing performance from Unity manual.

Unity Manual: Optimizing Graphics Performance

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Answer by screenname_taken · Jun 24, 2014 at 07:53 PM

50K! That honestly means that there are triangles not needed. If you did that for detailing, then just use a normal map. If you still have the history go to the un-smoothed mesh and use the smoothed out mesh to generate a normal map for the low-poly mesh.

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