- Home /
Performance increase by unused Vertices?
Hey everyone,
I'm having a procedural mesh (for lod-terrain), i can't explain my whole code.. so to just make it simple: i won't recalculate submesh-tris after every change lod focus and this would be possible with some "reserve verts".
Now my question is, how unused verts effect the performance. are they used at all or just stored in mesh?
cheerio, sumaccamus
Answer by Owen-Reynolds · May 05, 2015 at 03:43 PM
Yes, but probably not by much.
They still count as being part of the model. So, the graphics card still computes the position of each vertex, each frame, since that step is always first. But, AFAIK, the tris / fragmentShader, take most of the time, and unused verts won't affect that at all.
And, of course, just having them at all takes longer to send, and hogs up a tiny extra bit of GPU memory.
This was really helpful and makes things much easier. well the time the graphics card takes to calculate the positions is probably less than recalculate each tris after removing or adding some verts.
Thanks for your answer :D
Your answer

Follow this Question
Related Questions
How do I make a rotatable procedural circle in 3d space? 1 Answer
Set vertex positions aligned to a grid 2 Answers
procedural mesh grid alignment using chunks 0 Answers
Mesh Collider not work with procedural mesh 0 Answers
Modifying a procedural mesh using Lists is slow, what else can I use? 1 Answer