Hi, I'm just wondering if there is a polygon budget in Unity, what I mean is if unity restricts you from importing a file with 10,000+ polygons, and also does it depend on you're computer or the engine if the game runs slow.
(Example) You have a decent computer but a 3rd Person game runs choppy, does it depend on you're hardware or the game engine?
Thanks for reading!
I'm kind of new to modelling and polygons, I'm following a really good tutorial but I just want to know if alot of Polygons can make a game run slower or create problems
other people have answered this question pretty well so let's defer to them. Maybe you could delete this post if this link answers your question, since it asks a similar question...
Fast computers help, so does careful game programming, and art construction. Remember you want the game to run on the lowest common denominator of computer possible for your game--more potential customers. Unity is certainly capable of many game styles. Keeps things reasonable and learn good art and programming practices and you will do fine.
Hi! Unity will certainly allow you to import files with a big number of polygons. The final performance will depend on a number of factors:
The hardware it's running on.
The material associated to those polygons: rendering a bunch of polygons using a flat shaded material is way cheapear than using a very complex shader.
Careful programming: If your scripts are inneficient, you'll be taking processing cycles away from your computer.
Careful art design: Using optimized meshes, being careful when doing UV mapping, etc.
Regarding the question you made: it's a very broad question and there's no single answer to that. Let me explain: if the engine is not well crafted (e.g., it's not well optimized, doesn't make use of appropriate acceleration techniques, etc), then it will certainly slow down when thrown a moderately high amount of polygons. On the other hand, the engine might be very well crafted indeed but that doesn't mean it won't choke when trying to render a very big amount of polygons. It's a question that can only be answered on a case-by-case basis, really.
Rest assured that Unity is a very powerful and efficient engine, so if you take a careful approach when developing your projects you'll get nice results.
yes. Big polycounts will crumble your machine, and the game engine.
But big is a relative word. Relative to::: >>>
Hardware: to your CPU, GPU, RAM
Model: to your use of UV mapping, there are ways to botch this and instantly double your vertex count by doing the UV wrong.
Rendering Setup: to what levels of anti-aliasing, anisoptric filtering and post effects you've got stacked on.
Shaders: These are the things that show your model, and they have a gazillion settings, mostly each one of which adds time and calculations to the rendering of each pixel of each part of your model
Materials: Both the physical size and color depth will impact performance, as well as the number of materials on your model. And how many are used for bump mapping, specular control etc etc.
Lighting: More lights equals more calculations to figure out how much light each bit's (see that pun) is getting.
And there's more....
So basically, there's no hard answer on the absolute effect of polycounts until you narrow down all the above, and then some.
As to there being a ceiling to the number of polys you can bring in... don't think so. I did a couple tests with smoothed objects early on in my use of Unity, and it brought them in alright... then stopped. MUCH bigger than your 10k poly counts.