MeshLods big win test scene: NoLods: 513 million tris at ~21fps MeshLods: 10 million tris at ~244fps *6000.2 is probably most exciting Unity release in a long time! (regular operations like adding heavy models into scene or marking them static is ~50x faster than 202x.x)

unitycoder_com's tweet image. MeshLods big win test scene: 
NoLods: 513 million tris at ~21fps 
MeshLods: 10 million tris at ~244fps  

*6000.2 is probably most exciting Unity release in a long time! (regular operations like adding heavy models into scene or marking them static is ~50x faster than 202x.x)
unitycoder_com's tweet image. MeshLods big win test scene: 
NoLods: 513 million tris at ~21fps 
MeshLods: 10 million tris at ~244fps  

*6000.2 is probably most exciting Unity release in a long time! (regular operations like adding heavy models into scene or marking them static is ~50x faster than 202x.x)

oh.. even better with DX11! *dx12 is default in unity 6000.x but its very sluggish.. MeshLods: 11million tris at ~327fps

unitycoder_com's tweet image. oh.. even better with DX11! *dx12 is default in unity 6000.x but its very sluggish..

MeshLods: 11million tris at ~327fps

Amazing test as always and man that was fast 👏 Now that we have GPU Instancing, DOTS, Nanite equivalents and now MeshLODs, we want comparison between them! What do you think? 😉


I'm mainly 2019.4 BIRP user - havent really used new urp/hdrp, gpu, dots stuff.. : ) I think the best part is that this is just 1 click checkbox. *But for huge meshes it took +24hrs to process..


Thank you for sharing results. Did you compare it to the LODGroup approach?


Haven't compared performance.. Definitely old externally crafted lods could be much higher quality (meshlod generator easily breaks surfaces in lower levels..) docs.unity3d.com/6000.2/Documen…


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