Search Unity

will huge meshes always be rendered completely by the graphics-card?

Discussion in 'General Graphics' started by craig4android, Jun 29, 2019.

  1. craig4android

    craig4android

    Joined:
    May 8, 2019
    Posts:
    124
    Let's say I have a huge mesh, which I use as a terrain, but there is only a small portion of this mesh visible at once.
    Could it be better to split up the mesh so the graphics-card would be able to render only the visible parts.
    Or does the the graphics-card only render those parts of a mesh which are visible anyways?
     
  2. colin299

    colin299

    Joined:
    Sep 2, 2013
    Posts:
    181
    a single huge mesh always runs vertex shader,
    but fragment shader only runs on "visible parts".

    split the mesh only if that big mesh is the bottleneck
     
  3. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Use the profiler. 9 times out of 10 problems will be due to shader choices or too much transparency and so on, if the GPU is being hammered.

    I kept my response non-technical but it's the gist of things for mobile.

    "big" is utterly meaningless btw. Much more interesting to know if it has a lot of verts and what shaders you're using and so on. Profile it.