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)

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…


Yes, I've read the docs. My concern is that we might get performance regression on the gpu due to a cache miss. On the other hand it's interesting how much faster it is on the CPU side.


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