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c4ccParticipant
In another case I suggest to optimize the mesh models to minimum possible size. I have done it several times in projects. the best so far is bringing the file size from 800 MBs to 25 Mbs Level3 optimization technique.
Level 3 optimization? What’s that, and what do you do?
c4ccParticipantmost mecha rigging were based on separate mesh parts, not a mecha as a single mesh
It doesn’t matter. When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.
I’ll try this, but using “with empty groups” under “Armature deform” instead of “automatic weights” as per this screenshot
Or maybe I’ll try this instead
c4ccParticipantI see. Wouldn’t it be better to support absolute shape keys, or animation without armature/bones?
c4ccParticipantlol, no, not in the screen/browser in verge3d, I just wanna confirm.
c4ccParticipantI see. Informative.
Btw, what about bones and armature? These are not rendered by blender or verge3d, right?
c4ccParticipantThe more vertices, the more video memory consumption. One mesh – one geometry buffer. One mesh, visible on the screen – one render/draw call (provided post-processing is not used). Meshes that are out of the camera’s field of view are not rendered.
Thanks kdv, that was an informative answer.
Any light source casting shadows will double the amount of render calls. Most of post-processing passes will also double the amount of render calls.
What do you mean, post-processing passes?
c4ccParticipantThanks.
Hi c4cc,
Verge3D/WebGL renders a mesh by processing its geometry information (coordinates, normals, texture coords, vertex colors etc) stored in long arrays. Those are called “geometry buffers”. Big meshes imply large geometry buffers and require more video memory.
Also, do vertice count affect geometry buffers?
c4ccParticipantThanks for your answer, it’s very informative and helpful. Now, I’ve seen no sources from verge3d itself mentioning specifically how geometry buffers and render calls work? Where are these sources?
- This reply was modified 4 months, 1 week ago by c4cc.
2024-07-05 at 9:23 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75732c4ccParticipantThanks. On a separate note, what is the point of baking textures, if it doesn’t save video/browser memory? Any benefits of baking textures?
- This reply was modified 4 months, 2 weeks ago by c4cc.
2024-07-04 at 8:19 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75719c4ccParticipantHi c4cc,
Using vertex colors instead of textures can save you video memory, make the app load faster, and improve performance somewhat. Check out this optimization advice for further details.
I agree with this. But what about vertex colors vs materials? Which improves app performance, especially memory?
- This reply was modified 4 months, 2 weeks ago by c4cc.
c4ccParticipantNope.
Great.
Literally, the total count (amount) of meshes in the scene.
I see, the total number of meshes in the scene eh? So if I hid the meshes, it reduces render call right?
c4ccParticipantOne visible mesh = one render call. Reduce meshes’ count. No matter how you do it.
What do you mean, meshes’ count?
Also, will amount of vertices in a mesh affect the render call of a mesh?
c4ccParticipantBut there are too many render calls (1800+). You’d better consider using “batch geometry” puzzle or join elements with the same material into one mesh in Blender. It will boost FPS and perfomance significantly.
besides batch geometry, any other way to reduce render call?
2024-04-25 at 8:58 am in reply to: Keyboard Events unresponsive after double tapping key event input/function #72505 -
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