So I have the basics for my scene built and I am working on a log cabin, I noticed the lights drive up the tris and verts pretty substantially, though it seems to have little effect on performance on my card. The cabin isn’t that complex but the lights are causing around 1.8 million verts.
My question regarding this is what is the best optimization method for the model? I am thinking of making a very low poly (invisible to player) shell to place on top of it and have it cast the shadows for the exterior directional light and a low poly version for the interior as well.
Will this method reduce verts and still get the same shadow effects?
Even though it doesn’t seem to effect performance much, I would still like to optimize because I am adding a lot of systems to my scene… directX 11 grass, tessellated colormapped terrain and oh yes more particle effects than one can dream of ;).
My next question is about GI, it take a very long time to compile, is there anything I can do to reduce compile time even if I sacrifice quality because I would like to see some basic result without waiting for hours on end.
Thanks for your help,
Johnny