remeshing for Shadow Cast

If you create an Open World game, you will be surprised by the shadow overhead.

Unite In 2017, I asked the staff of Unity Tech in Seoul.

If you can import an additional mesh with no normal and no uv, it would be a great help to reduce the shadow overhead, especially if the hard surface is mostly a background object.

They were very simply denied.

In modern GPUs, the number of vertices is not a big problem.

The funny thing is that Nvidia advises you that it will be a big help.

Perhaps nvidia is not making the modern GPUs.

On this site there is a fast generation shadow cast mesh in the occlusion culling feature.

I would really like to know if it is the whole opinion of Unity that there is no value in regenerating a mesh for shadow casting.

Because unlike Unity, other places do not seem to think so.

Hard surface objects will triple vertex due to normal.

In open world, the shadow pass to the CSM, which means the amount of vertex that is really pitiful.

I am not a fool. Nvidia is not a fool. That site is not a fool. But you guys were fools.

It may be because you are someone who is insulting another person or because you are an idiot.

What do you think? I actually split the fbx into two and manually re-create the shadow mesh. And I actually saw a big performance gain.

I am not picking up a thousand vertices or two thousand vertices.

I am currently evaluating the number of vertices to 10 million or 30 million.

Please send me a proper engineer from next time.

Hi, I’ll have to ban/infract you if you think the answer is insulting Unity staff. We don’t have any tolerance for name calling at all. I’m not going to be handing out second chances.

It’s not good feedback. It is obnoxious and arrogant. I will assume it’s a translation or language barrier, but please watch what you’re saying.

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