I´m currently making an FPS weapon and I have some geometry which I´m unsure whenever it will cause troublems or not.
Imagine a long cuboid with it´s long sides beveled. The faces on the bevel becomes quite long and thin and Im curious about if this is a problem or not? I mean, in some cases you just can´t model something in a different way.
Example:
(cuboid is along the Z axis (maya))
Replies
e/ there's a good article on the subject here: http://blog.selfshadow.com/2012/11/12/counting-quads/
"As you likely know, modern GPUs shade triangles in blocks of 2x2 pixels, or quads. Consequently, redundant processing can happen along the edges where theres partial coverage, since only some of the pixels will end up contributing to the final image. Normally this isnt a problem, but depending on the complexity of the pixel shader it can significantly increase, or even dominate, the cost of rendering meshes with lots of very small or thin triangles."
In reality though, sometimes you just have to model like that. But try to avoid it.
I did a little test scene in UE4, got the same frame rates with both meshes from multiple camera angles. I'll have to see if I can find the performance monitoring features and see if there's actually any difference at all in performance. There's a 130 of those columns in the scene.