Polys = 998
Verts = 958
Is it good or i should reduce it down more ?? There will be around max 6 characters in front of the screen
Polys = 998
Verts = 958
Is it good or i should reduce it down more ?? There will be around max 6 characters in front of the screen
You’re looking at poly count, you need to be looking at Triangle count (see attached image).
Assuming your total tri count is 4k * 6, you’ll find all but the most recent mobiles struggling, especially when you factor in environments, lighting etc…
where can i see triangle count ??
and what should be the ideal value per character ?
“Configure Viewports…” , under the top left “+” HUD menu in the viewport.
Ideal triangle count isn’t so easy to nail down. As I say, you need to factor in your environments as well, and even then there’s no constant “total tri count” because things like Draw Calls, physics and lighting, even the screen resolution of the device, plus your scripts all affect total performance.
Personally I’d go with it for the time being until you’re in a position to actually test on an actual device, and optimise from there. If you’re having lots of characters built in advance, then try to get LOD models of them, rather than just one detail level - that way you have higher resolution source to use on better devices, and can fall back to lower resolutions (50% detail at least) for older devices.
Yeah, it’s hard to say, it depends on many things. For example, I’ve got two background meshes I added to my Android game with 32,000 triangles each, and they didn’t seem to slow my 60fps, 720p game down much at all (on the fastest Tegra 3). But they are using a very small texture, very simple shader, just two draw calls, and all triangles aren’t always on the screen.
This is around 2000 triangles and 1200 polygons , is it ok if i create its 1 LOD stage and use it ??
Sounds like a good starting point.
Pix 10, please check your PM
If i import the vincent character to 3ds max and then convert it to editable poly and merge few polygons to reduce its polygon wight then i again export it to fbx, while exporting i get this error-
The plug-in does not retain the orientation of Diagonals on Editable Poly objects. This could have an impact on modified UV coordinates. Refer to the Online Help for more information. The following objects are affected:
-vincent_Casual_Male_Lod_1
Why am i getting this error ??
But this time if i use mixamo animation to it, it says
How can i avoid this ??