Animated Billboard or Animated Model?

I need to have about 800 animated little figures within view at a time for a sort of puzzle game. I believe I have two options: 1. Use billboarding with animated textures/materials drawn on 800 planes. 2. Use 800 ultra low poly models which use traditional rigged animation.

What will end up being faster?

If I use option 1, I believe it'll end up being a whole lot of Draw calls, but I'm not sure. Not all of the little figures are the same, so there may be a huge load for duplicating/modifying the materials. (I do use tiling of the animation frames on the same texture)

If I use option 2, the number of polygons per rigged model will have to be really small! Like 250 polygons. That isn't a whole lot of detail... but will it be faster?

What do you think? Should I go with animating a billboard or animating a 3d model?

Thanks! Brett

2 Answers

2

I haven't tested much about this kind of performance measures, but in my projects I find to be much more costly using lots of animations than many small objects grouped in a gameobject with combineChildren script which can greatly improve speed http://unity3d.com/support/documentation/Manual/Optimizing%20Graphics%20Performance.html. Depending on what kind of puzzle you want, you could also use particles with billborading with self destruct off.

Wouldn't combineChildren create a single mesh (or smaller number of meshes), but if they need to all move independently, wouldn't that hamper that movement

Try both and post your results here please

Hope so. You should be able to do a quick test without all the detail (lots of copy/paste should help) and run the profiler to see what the trend is.