Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Why there is still 1.7k tris in an empty scene(Unity5.2.1)

Discussion in 'General Graphics' started by twomolqq, Dec 17, 2015.

  1. twomolqq

    twomolqq

    Joined:
    Jun 27, 2015
    Posts:
    1
    HI guys, I am not sure if this is already answered somewhere, but i didn't find the answer by searching on the forum, check the following picture:
    2015-12-17 20_25_31-Clipboard.png
    it's totally an empty scene, why stats show there is still 1.7K tris and 5.8K verts?
     
  2. Marceta

    Marceta

    Joined:
    Aug 5, 2013
    Posts:
    177
    It's probably the skybox. Remove skybox from Lighting inspector and you will get 2 Tris, 4 Verts and 1 Batches. Remove camera and you will get 0 0 0. Congrats! Your game is optimized and ready for publishing :D
     
    Last edited: Dec 17, 2015
  3. radionix3d

    radionix3d

    Joined:
    Oct 25, 2015
    Posts:
    29
    by the way can somebody explain me how Unity's tricount works? I mean I get additional verts from turning shadows - how could it be? My guess is that it counts verts in each rendering pass if I understand it right. More passes = more times the exact same geometry is rendered?
     
  4. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,248
    Correct, and there's often more passes than people realize.

    Do you have real time shadows?
    The main shadowing directional light is +1 or more passes. One for each cascade, plus one for forward rendering path calculating the scene depth because forward renderer does the first directional light's shadows as a deferred pass.
    Shadowing spot lights or additional directional lights are 1 additional pass each just from the shadows.
    Shadowing point lights can be 6(!) additional passes, again just from the shadows.

    Do you use any image effects that use depth or depth and normals while using forward rendering? Depth based ones might require an additional pass to calculate the depth if you don't have directional light shadows. Normals requires an additional pass.
    Some other image effects use other unique passes for things like a motion vector pass.

    Do you use shaders that have multiple passes?
    Many toon outline shader render geometry twice.
    Multiple real time lights (regardless of if they're shadow casting) can render the model multiple times in addition to any shadow passes (controlled via the per pixel light count under quality settings).

    Do you use reflection probes? Those might 2x the number of draw calls for some scenes, each.
     
    HaruLee932001 and Marine_real like this.
  5. idurvesh

    idurvesh

    Joined:
    Jun 9, 2014
    Posts:
    495
    Add Price tag and publish on all platforms, you are ready to be billionaire :rolleyes: