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
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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