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Quick question about performance

polycounter lvl 5
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Zeozen polycounter lvl 5
Couldn't find this anywhere so please link me there if this question is already answered something.

What gives best performance in a real-time situation (video game) between
a) a high triangle count model with vertex-splits but no texture, and
b) a very lowpoly model with few vertex splits but a high resolution texture?

In both cases I'm assuming a fairly simple pixel and vertex shading situation.

I would think that the first option at least saves more space on disk.

Thanks!:)

Edit: I did more snooping around and found the answer, sorry for my earlier lack of detective skills v.v

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