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Question by Drehkt · Mar 30, 2015 at 08:09 PM · graphicsshadowsmesh renderercombinemeshes

Does combining meshes yield a net performance gain?

I recently completed a small tool to make combining meshes easier. After using it to combine the static contents of a room in a test scene, I saw the following:

  • The draw calls were reduced because submeshes using the same materials were combined

  • The tri count was increased by 30% (mostly from shadow maps)

  • The number of shadow casters was reduced by 30%

How do I determine if the outputted combined mesh will yield a net performance gain given these 3 changes?

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avatar image meat5000 ♦ · Mar 30, 2015 at 04:05 PM 0
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Look at the final FPS in the stats dropdown?

avatar image Drehkt · Mar 30, 2015 at 04:58 PM 0
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I'm looking for something more accurate and predictive than that. If I'm observing an asset in isolation, the FPS is too high to show any perceivable difference.

I could populate a scene with hundreds of copies and see what difference is perceived then, but that's an unwieldy approach.

What I really want is to have a better grasp on how to interpret tris vs. SetPass calls vs. Shadow Casters to be able to logically conclude which of the merged and unmerged versions performs better.

avatar image shopguy · Mar 31, 2015 at 02:07 AM 0
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I don't think you'll get a decent answer, or for sure not a short one. From my somewhat limited experience it varies by platform and even device, and of course your scene and other code/assets. Not trying to discourage, just saying I wouldn't wait around holding my breath for an answer.. I'd just dive in and try both.

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