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Question by BenouKat · Jul 03, 2014 at 08:47 AM · meshperformanceoptimizationsizeprofiler

Size of a mesh vs performance

Hi everyone,

I'm trying to optimize every details of one of the mobile game I'm working on. I have a problem that I can't really understand but may be I miss somet$$anonymous$$ng.

I actually check the profiler of my game to see w$$anonymous$$ch mesh is actually taking the most of time to render. My surprise was to see that the "heavier" mesh was ... the ground.

To be simple : We have a big 2tri plane mesh to make a "ground" in our game, with a colored material attached. T$$anonymous$$s big 2tri plane is actually taking a lot of time into the profiler.

1) Do you know why ?

2) What I can do to optimize t$$anonymous$$s ?

Thanks a lot :)

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avatar image Lo0NuhtiK · Jul 03, 2014 at 08:56 AM 0
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Smash/stretch a cube instead and see if that does better.

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Answer by Graham-Dunnett · Jul 03, 2014 at 12:54 PM

Mobiles use tile rendering GPUs. Your 2-tri quad needs to be split up into every tile.

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