01-02-2025 07:02 PM
So, I'm developing my first VR game that'll be published to the Horizon Store. Right now, the total Tri count of the game scene is 52K, with about 80K vertices. I'm not 100% done with everything, but with ambient occlusion, it'll be around a constant 20K Tris, 13K verts
How does it fair against other games? What are your guys' personal experience with optimizing your large-scale maps?
((I do want to note that LODs are kind of hard to do for how my map is set up, as the main beef of the map is a maze))
01-31-2025 12:47 AM
Optimizing tri counts is a smart approach. It can significantly improve performance and make processes much more efficient.