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Question by coenvdwel · Mar 01, 2012 at 12:42 AM · graphicsperformanceoptimizationasset3ds

"Big" 3ds model gives performance issues

Good evening!

Unsure where to search, I ended up here for advise. I have been provided a 3ds export of a Google Sketchup model, which I intend to use as level for a FPS-like application ('game' if you must). This file is 90 MB large, and is a life-like representation of a big warehouse, fully dressed, so I can imagine is quite complex.

Importing this asset gives me huge performance issues, which I do not know how to solve. The import itself takes a long time, and when it has finished, my UI has become hugely irresponsive. Changes to the Mesh 3DSImporter settings have now been saving for over half an hour, stomping a single core to 100%. This also occurred in my previous attempt, where I eventually added lightning and an FPS controller - all in great patience. When running the game, it seemed better, but still not what I would expect from Unity.

Is there something weird with this model?
Is my system not sufficient (GPU in particular, I presume)?
Is there anything I can do to make it better?
Is this importing through 3DS inefficient? (although trust me, the FBX export was just as bad!)

These are my system specs:

  • Windows 7 ultimate 64 bit

  • 2x Intel Core i7 CPU X980 (=12 cores @ 3.33Ghz)

  • 24 GB RAM

  • ATI Radeon HD 5700 series Eyefinity 6

  • Rampage III Extreme

  • 4x 150G SSD in RAID10

I would love to hear some of your ideas! I'm a programmer, this is not really my area of expertise :(

Kind regards,
Coen van der Wel

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Answer by MorleyInsane · Mar 01, 2012 at 04:27 AM

Hey there,

You issue right there is using Google Sketchup.

(Sorry if my terminology is wrong, but I'm not 100% on top of that, but I did research on your problem...)

The way Google Sketchup creates it's models seems to be very inefficient for real-time rendering solutions. The problem seems to lie in the way the models are constructed in that the normals of the geometry is all messed up on .fbx export.

This causes HUGE performance issues.

My advice is to either A) Import in to other software, such as Blender and correct problems through possibly hazardous endeavors, or B) Start from scratch in separate software.

Think of Sketchup as a really nice way of drafting for ideas for your project, but not good at all for the game.

Another suggestion might be to separate the model in to smaller pieces. You are loading an entire warehouse as one file, which has to be kept on memory for every draw call, the entire thing reloaded. Separate it in to smaller pieces if you absolutely HAVE to use Google Sketchup.

Hope this helps, Morley

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Answer by coenvdwel · Mar 01, 2012 at 09:30 PM

Thank you for your response!

Shame I didn't know this beforehand, I could have instructed them to use a 'normal' modelling application, indeed such as Blender. A professional designer has been working on this model for a month (paid) and used great detail - both your advises make sense but would be extremely time-consuming.

I will inform about separate pieces, as I have the raw file I should be able to export this myself. Thank you for your time!

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Answer by coenvdwel · Mar 01, 2012 at 09:30 PM

Thank you for your response!

Shame I didn't know this beforehand, I could have instructed them to use a 'normal' modelling application, indeed such as Blender. A professional designer has been working on this model for a month (paid) and used great detail - both your advises make sense but would be extremely time-consuming.

I will inform about separate pieces, as I have the raw file I should be able to export this myself. Thank you for your time!

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