Quest & Poly Counts with Instanced Static Meshes & Packed Primitives
I am curious about polycounts when using instanced static meshes via packed primitives and how it affects the overall polycount. As an example, I have a plant with a stem, flowers, and leaves. Each flower is the same mesh, each leaf is the same mesh, the stem is a single mesh. As a mesh, it has a polycount of 4,100. Once packed, it results in an archive with 3 packed primitives. As well, everything is colored with vertex colors, so there are no texture maps. This comes in baked as a pre-fab Let's say I add a 100 copies.
My question is that in the profiler, I can see the obvious increase in polycount, but my draw calls and texture memory are very low. Can you have 400,000 verts if they are an instanced static mesh with GPU instancing on the shader, even though it exceeds the 100,000 Quest Polylimit?
Or is the 100,000 a no matter what limit?
Jordan
My question is that in the profiler, I can see the obvious increase in polycount, but my draw calls and texture memory are very low. Can you have 400,000 verts if they are an instanced static mesh with GPU instancing on the shader, even though it exceeds the 100,000 Quest Polylimit?
Or is the 100,000 a no matter what limit?
Jordan
