Check this out: https://medium.com/@toncijukic/draw-calls-in-a-nutshell-597330a85381 Someone smarter than me will probably chime in, but this is how I understand it: Draw calls are typically tied to how many materials an asset is using. A material with 1x1024 texture set takes one draw call to render. A material with 4x…
Big thanks, that clears up a lot of missing pieces! My car example was more with a RTS in mind or so, for a racing game you will definitely use isolated materials With vertex colors you could also get the perfect cuts tho if you planned the geo for that Im a bit confused by the sentence above, it sounds like one texture…
@EarthQuake Some great info, appreciate it! The 2x512 comparison was purely just for discussion. Since the conversations I had already concluded that more draw calls is worse (1x1024 > 4x512), and we were trying to find out what's the impact of multiple textures vs a single texture, that's the example that worked. So as I…
Some from my puzzle pieces - Id really like some corrections if some of these are wrong - Vertice count matters in reality over triangle count - Realtime lighting and shadows multiply your vertice count effectively in engine but is unavoidable - Smoothing splits double the vertice count of course of the splits - As one…
I can do better than estimate. I set up a quick Unity project with the AUG model from CS:GO, which has 16274 triangles and 8840 verts in Blender. By default the mesh has 1 UV channel. Importing it with 1 UV channel shows a vertex count of 12553 verts, 16274 triangles. Profiling the scene shows a mesh memory usage of 1.0 MB…
Hopefully I can deepen your understanding a bit. For the most part you are close to the truth. The items you're 100% correct on I've omitted from the quote. Regarding realtime lighting and shadows: Realtime shadows do require running vertex processing and draw calls for all of the meshes that the light affects. The way…