Hi everyone,
I port a game in development from UE to Unity. It generates dynamic terrain mesh objects and the memory footprint of the game is not encouraging. In UE I used packaging of normals and tangents in 8bit etc. I do not know what the actual memory footprint of a mesh is (beside what I measured).
Is there any way to compact mesh information / data further?
The one thing I can think of is getting a source license (If I can actually afford it and would meet all the requirements) and change the underlying implementation but I can not imagining that I am the first one longing for that.
Currently my mesh data is 2GB but should be closer to 500MB and for optimal storage closer to 150MB. Since I have multiple LOD I thought about creating required meshes on the fly while storing the data in my own data structures but it is not fast enough to be feasible.
So is there anything I have missed? I would like to increase the map but with such a memory footprint, I had about 16GB mesh data which would be a drag for todays normal customer hardware.