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Verts and tri count really high

Discussion in 'General Graphics' started by ZGMGames, Jan 2, 2017.

  1. ZGMGames

    ZGMGames

    Joined:
    Sep 30, 2016
    Posts:
    77
    I've created a few building models from blender. Relatively simple ones. In blender they show as 1.2k verts and 3k tris. When in unity they are rendering 30k plus verts and 6k some tris. Is there a way to reduce without completely remodeling? I've tried decimator modifier and things like that. With 4-5 buildings in view it's reading about 90k verts and running about 90fps. I'm building for android mobile device. I just need some advice on reducing the tri and vert count. I have no lights rendered yet either along with no scene objects other than the buidling models so I am sure these will not work for a mobile device..

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    Last edited: Jan 2, 2017
  2. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,793
    Disable the models one by one to find problem. Unity statistics is correct. You need to find problem in your scene.
     
  3. o1o101

    o1o101

    Joined:
    Jan 19, 2014
    Posts:
    637
    @ZGMGames You could use the frame debugger instead, It will be a bit more clear and you can see what exactly is causing the spike in verts.
     
    karl_jones likes this.
  4. jvo3dc

    jvo3dc

    Joined:
    Oct 11, 2013
    Posts:
    1,520
    Realtime vertices can only be shared by multiple triangles if all values are the same. Not just the position, but also the normals and texture coordinates for example. That is one reason the triangle count is usually higher in a realtime engine than in modeling software. Secondly, the model might get rendered more than once. For example for shadow maps when there are lights with shadows enabled. Which rendering path are you using? (Forward, legacy deferred/light prepass or deferred.)

    For current day high end mobile devices though, those numbers are no problem at all.
     
  5. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Agree totally with above - clarification for the normal smoothing, or smoothing groups. if adjoined faced have different normal smoothing the two adjoining verts for each face will be duplicated once per face, So If you have an inverted cube representing a room and each surface is made of one polygon (2 faces), and each adjoining surface has a different normal smoothing, instead of the cube having only 8 vertices it would have 24 vertices.
     
  6. daxiongmao

    daxiongmao

    Joined:
    Feb 2, 2016
    Posts:
    395
    With what was said before also check for extra uv sets too.

    Unity can also show you if the mesh has them.
     
  7. RGAMESR

    RGAMESR

    Joined:
    Feb 10, 2017
    Posts:
    30
    Your Project Name is Quarantine!! wait what? xD