Search Unity

Question Different meshes triangulation for better performance

Discussion in 'General Graphics' started by GioDedoRedeev, Jul 27, 2022.

  1. GioDedoRedeev

    GioDedoRedeev

    Joined:
    Oct 5, 2020
    Posts:
    4
    Hello guys, i have tryed to seach something about it but i haven't found anything. I think my question is pretty simple. If you look at the image you can find a the same mesh but with with different topology. Thr tri count is kinda the same for both meshes. Which one is better for performance?

    upload_2022-7-27_11-25-41.png
    Thank you in advice!
     
  2. arkano22

    arkano22

    Joined:
    Sep 20, 2012
    Posts:
    1,924
    Performance wise I don't think there will be any noticeable difference under normal circumstances. This is not the kind of thing you usually focus on when optimizing performance, unless we're dealing with extremely small triangles. For a detailed report:
    https://www.g-truc.net/post-0662.html

    However, thin/sliver triangles are generally problematic for lighting and physics. So personally, I'd always avoid them when possible.
     
    Last edited: Jul 28, 2022
    c0d3_m0nk3y likes this.