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

Funny that there’s ZERO real reasons for them to: 1. Work slower in DX12 2. Work slower with usual lodding scheme


For non-games this is huge bonus! (1 click to improve performance) *we struggle with that daily and even this won't solve most issues, but helps a bit! (before that NanoTech plugin gets out one day?)


One day Unity will fix their DX12 implementation...


Can you compare the performance of dx12 and dx11 in build?


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