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polycount and performance

Discussion in 'General Graphics' started by stefanwillems, Nov 2, 2016.

  1. stefanwillems

    stefanwillems

    Joined:
    Nov 2, 2016
    Posts:
    42
    Hello everybody,

    I am working on a project in unity 5.
    I am trying to use solidworks 2016 files to use in unity.
    I am using fbx files that i export in solidworks. than import in navisworks. and than export to fbx again (for smaller filesize) lowering the polygon limit in naviworks doesn't work. it deletes parts form my moel instead of lowering the polycount...


    the problem with this is. the poly count. its incredibly high.

    in solidworks i made a big assembly. this is a machine i want to use.
    but the polycount is over 5 millions. when i look at the machine with the first person camera i have like
    tris: 6 mil
    verts: 7 mil

    the fps is low (30/35). sometimes 80 when i look close to some objects.

    I am already using occlusion culling.

    Question is: how do i lower the poly count?
    how can i improve performance?
    ( the visual quality of the machine doesn't have to be perfect. (pipes that don't have highresolution radiuses.))
    it doesn't matter if the model is some sort of blocky instead of smooth edges.

    i hope you guys can help me with this.

    --------------------------------------------------------------------------------------------------------------------
    specs of files and hardware

    file: FBX 66mb

    ram: 8gb
    cpu: i7 4700 HQ
    gpu: gtx 840m
     

    Attached Files:

  2. Deleted User

    Deleted User

    Guest

    Simplygon be your friend
     
  3. Stardog

    Stardog

    Joined:
    Jun 28, 2010
    Posts:
    1,887
    Open it in Blender (free) and apply a Decimate modifier (blue spanner on right) to the object. Drag the ratio down from 1.0 to whatever you think still looks good.
     
  4. stefanwillems

    stefanwillems

    Joined:
    Nov 2, 2016
    Posts:
    42
    will try this thanks for your reply
     
  5. stefanwillems

    stefanwillems

    Joined:
    Nov 2, 2016
    Posts:
    42
    gonna try this
     
  6. stefanwillems

    stefanwillems

    Joined:
    Nov 2, 2016
    Posts:
    42
    i downloaded the simplygon from the asset store.
    i created a account but i cant login.

    it says wrong email or password. (they are correct and i veryfied my email)...
     
  7. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,793
    Simplygon is the best solution. I can login without any problem. I tested it a couple of hours ago
     
  8. Myrmidou

    Myrmidou

    Joined:
    Jun 7, 2014
    Posts:
    30
    Hi!

    Same problem as stefan, everything should be correct but I can't login.
     
  9. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,793
  10. stefanwillems

    stefanwillems

    Joined:
    Nov 2, 2016
    Posts:
    42
  11. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,793
    4.7 and 5.4.1
    I use old version. I'm going to test new version of Simplygon

    Update: New version work's fine
     
  12. stefanwillems

    stefanwillems

    Joined:
    Nov 2, 2016
    Posts:
    42

    ok. weird...

    i also made a thread on simplygon forum for this issue.

    what i did now is using the simplygon UI.

    1 question i have now: i had a model of 2.5 mil triangles. converted it to 1.6 mil. when i open it in unity and press play. it says 5 mil triangles. how is this possible since it only has 1.6 mil triangles???

    hope you or someone else can help me with this.

    (with the poly reduction the file size increased from 66 to 108 mb.)
     
  13. JamesArndt

    JamesArndt

    Unity Technologies

    Joined:
    Dec 1, 2009
    Posts:
    2,913
    You said this is a CAD data type file? I think SolidWorks are files like that. If so they have some notoriously bad topology usually. This could be adversely affecting the plugin's ability to properly decimate the mesh? Either way at 5m polygons, or 1.6m polygons, those are just not optimized meshes for usage in real time applications. You usually have to use those as a reference and model a real time mesh using the reference meshes.
     
    theANMATOR2b likes this.