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Double Buffer and/or Mesh.MarkDynamic in Unity 5
Hello everyone,
I'm fairly new to optimising mesh related performance and was reading about these two topics, Double Buffer and Mesh.MarkDynamic. Relating to THIS thread, there was quite a discussion going on about performance benefits under certain circumstances and it kind of ended with Alexey from Unity Technologies talking about benefits drawing from memory and stuff.
To sum up what the ordinary user will find about these topics:
Documentation Mesh.MarkDynamic states "Call this before assigning vertices to get better performance when continually updating mesh"
Documentation MobileOptimisation states "13. Double buffer for Meshes modified every frame"
Now my question is, is this too hardware specific and one should really know how it's working internally, or can there be a simple guideline to when to use what and how it works (as asked in the first thread by numbercruncher)?