Could someone please explain the performance cost with reguards to the Bevel / Face weight technique - There is lots of content out there on how to use the technique but not a lot on the performance cost! My understanding is you got a "Free Bevel" due to the way that split normals works. IE when you add a hard edge it…
in that third one you've got more 'split points' than 24 - you've not accounted for the verts on the bevel faces (another 32 at best) and.. Quibbling over whether extra vertices get sent to the GPU or not is basically a waste of effort from xbone onwards - that stuff is cheap and unless you do something stupid your top…