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Question Simplifying Meshes

Discussion in 'General Graphics' started by PenProd, Jun 28, 2023.

  1. PenProd

    PenProd

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    Dec 17, 2022
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    150
    I just finished my first (VR Escape Room) game for the Oculus Quest, and although it runs "fine" (30-60fps) on the Quest 2, it runs like crap on the Quest 1. I know this is because a lot of the GameObjects I use have a high poly count.

    Now the GameObjects I made myself have poly counts < 200 but others - which I have bought/downloaded from places like SketchFab and the Asset Store, have poly counts in the (tens of) thousands. I would like to simplify the meshes for these.

    I don't need LODs (since it's an Escape Room type of game and you view all objects from less than a few meters), I just need to simplify the meshes. Can anyone give me some tips on how to do this? Or point me to websites/tutorials/videos that explain how I can do this? It doesn't necessarily have to be during run time, better yet, if I can do it before I generate my build that would be fine.

    Thanks in advance!
     
  2. c0d3_m0nk3y

    c0d3_m0nk3y

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    Oct 21, 2021
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    AFAIK, one of the best tools for polygon reduction is Simplygon. There is a free license for personal use but it's very expensive if you want to ship a title with it.
     
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  3. PenProd

    PenProd

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    Thank you for your answer.

    I just checked their website and "very expensive" is quite the understatement. $35,000 per year, per title!

    That's more than my expectations to make with my game in a lifetime.
     
  4. spiney199

    spiney199

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    Run them through Blender using the Decimate modifier to lower their poly-count.

    Works well with baking normal maps, too. You can bake the higher poly version onto a normal map to use on the lower poly model to preserve some of that detail in a more performant way.
     
  5. c0d3_m0nk3y

    c0d3_m0nk3y

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    Yeah. They say, they give "up to 65% discount for small ventures" but I'm sure there are some free tools as well like the one spiney mentioned.
     
  6. mgear

    mgear

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    Aug 3, 2010
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    are you sure its the vertex count?
    could be object/batch count that's heavier sometimes.. (or other things that affect, post processing, lights/shadows, shaders)

    other options
    - unity pixyz standalone (slightly expensive also, but quite good quality and "unity ready")
    - asset store has runtime optimizer plugins (that can decimate meshes too)
    - unity HLOD in github (decimates, combines, lods)
    - there's few decimate plugins in github for unity (havent tested their quality)
    - you can rent 3ds max or maya using their Flex licensing (and do basic optimizations there, pro-optimizer, collapse..)
     
    c0d3_m0nk3y likes this.
  7. PenProd

    PenProd

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    In all honesty? No.

    Reason being I just created an intro scene which has around 50K tris which the Quest 1 should be able to handle with ease. Yet I'm not getting anywhere near max FPS (getting around 20 fps) and I'm suspecting it's because of lighting. The scene only has two lights, both "Mixed" and that seems to be what is causing the slowdown.
     
  8. spiney199

    spiney199

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    I think you should be looking at the profiler to properly pinpoint the source of the slowdown.