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Question Profiler Open Frame Debugger (Tris question)

Discussion in 'General Graphics' started by potatomasterrace, Aug 26, 2023.

  1. potatomasterrace

    potatomasterrace

    Joined:
    May 23, 2019
    Posts:
    75
    So I have a gameobject which has a mesh which has 96 verts and 108 tris (at least thats what showing in the select mesh menu).

    I'm running the profiler and if I remove this gameobject from the scene then the number of tris showing in the open frame debugger decreases by around 1k!


    not sure how my 108 tri gameobject is turning into a 1k tri gameobject. Is the open frame debugger reliable, or is something else going on here?
     
  2. c0d3_m0nk3y

    c0d3_m0nk3y

    Joined:
    Oct 21, 2021
    Posts:
    716
    Often objects need to be rendered multiple times. Once for the depth prepass, once for the g-buffer pass and once for each shadow map that contains it. If you are using a cascaded shadow map, it might also be showing up in more than one cascade. There could also be dynamic reflection probes or multiple cameras - you get the idea. I think, it will also have to be rendered once more if motion vectors are enabled and you set it to per-object motion vectors.