Search Unity

LODGroup performance

Discussion in 'Scripting' started by grobonom, Jul 26, 2022.

  1. grobonom

    grobonom

    Joined:
    Jun 23, 2018
    Posts:
    335
    Hi all :)

    I was wondering about the U3D lod system.
    It is embedded as a component in each gameobject having lods but as any component it has a runtime cost.

    For example, on a mesh with quite simple shader ( sun-lit with bump and mix of 2 textures ) that has 2500 triangles, is the LODgroup worth for gaining say 15% of triangles ?
    Of course, the render will be faster but won't this gain of time be eaten by LOD handling ?

    And as a last question, what about performance when you have 300 gameobjects in scene, each of them having a LOD system ?

    Thanks in advance for your answers and happy unitying ! :D
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,752
    Make a development build for the actual hardware you care about, fire up the profiler (Window -> Analysis -> Profiler), and see for yourself!
     
  3. grobonom

    grobonom

    Joined:
    Jun 23, 2018
    Posts:
    335
    I posted here for having users or devs experience/advice for guiding my choices instead of wasting time at reinventing the wheel^^
     
    Ignacii likes this.