so i use reallusion software and have massive triangle counts i checked camera’s, disabled all lights and it is still many many times the triangles from the original mesh count 70 000 triangles.
Is there any way to get the original amount of triangles rendered? Does it render the character once for each material? Is there any way to check? It seems like it does that? If i add 10 characters in unity hdrp in any scene the frame rate drops to unplayable. Yes i have a strong gpu and passable cpu.
How high is the triangle counts in other people who use cc4 and unity? How do you import them?
I’ve never used cc4… can you use it to just get a 6-faced cube out and see how many faces that has when it comes in?
Do you have any smoothing features enabled on export? What if you export it as OBJ / FBX, then pull it back into Blender? I don’t think Unity would ever add triangles, but it will add verts all day long if you set the normals to calculate and 0 degrees…
it seems like regular shapes are fine. Also we wont use blender for importing the character. Reallusion gives a tool to import the characters and rigs. In unreal engine 5 the same characters come through at 70 000 triangles btw. This is only a unity problem. Someone already told me unity calculates triangles by lights etc but as you can see i disabled all lights. I also tested in urp and got the same results. Though unity urp seems to do much better with high triangle counts so i get ok frame rate. But that is not ok to me that a few characters would drag down performance to single digits in hdrp.
in unreal these aren’t a problem i can place a lot of characters without issue (i only have to worry about memory. in unity hdrp if i place these amount of characters without anything else it would be 15 fps at 720 p or something here its running 90 ish at close to 1080p i think
Mine get the same triangle counts in urp but in hdrp i could easily increase it to 4 million using reflection probe volumes (i’m not sure i use the correct name) but each one you place in a scene doubles triangle count again. I also noticed post processing profiles and lighting can add 50% give or take to the triangle counts.
I can see if i use lods (that breaks my characters) that unity notices it is a 70 000 triangle model but it will never render it as such. It is always many many times the amount. If there is a render setting that we could use to solve this i would love to hear about it. Because even if this isnt actual triangle counts it shows (the excuse i get here a lot, the triangle counts are the reason the framerates get wrecked).
I hope you found success if so please let me know ArianFury 008
I found some resources about this issue, that may help you:
this was something I encountered a couple of months ago and I couldn’t find a way to reduce the tringles, I think it’s showing you the amount of tringles with draw calls, and HDRP itself has many draw calls even in empty projects. cause HDRP is for high-end pcs the 1 or 2 million tris is nothing, test with a lot of characters and objects to see what will happen. also, I recommend checking the book of the dead example, 30 Million tringles with 15000 Drawcalls 10000 batches and … still give a good performance, for me 110 fps in 6800X AMD