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Hi! I am concerned about the question and would like to ask experienced 3d environment artists. How many polygons should a one-story building have for a game of about 90 square meters?

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  • poopipe
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    poopipe grand marshal polycounter
    Assuming you're targeting modern hardware (series S or better ) 


    If you're using Nanite it doesn't matter

    If you're not using Nanite it still doesn't really matter.

    There are only two things you really need to worry about:
    Memory footprint  - a mesh with more vertices takes up more memory than ones with less. This is only a problem if you run out of (static) memory.
    Triangle density vs screen size - if you have many triangles smaller than screen pixels it makes rendering the model extremely inefficient.  Use the quad overdraw viewmode to identify areas where things are bad (red/orange in color)  and build your LOD meshes so that things are not bad. 

    Beyond that - put your geometry into silhouette and dont model things you'll never be able to see. 

  • AlbertS
    poopipe said:
    Assuming you're targeting modern hardware (series S or better ) 


    If you're using Nanite it doesn't matter

    If you're not using Nanite it still doesn't really matter.

    There are only two things you really need to worry about:
    Memory footprint  - a mesh with more vertices takes up more memory than ones with less. This is only a problem if you run out of (static) memory.
    Triangle density vs screen size - if you have many triangles smaller than screen pixels it makes rendering the model extremely inefficient.  Use the quad overdraw viewmode to identify areas where things are bad (red/orange in color)  and build your LOD meshes so that things are not bad. 

    Beyond that - put your geometry into silhouette and dont model things you'll never be able to see. 

    Thanks for the detailed answer!
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