Thanks for sharing this very handy and powerful tool ! However baking the entire city would result in making the frustum culling inefficient. We can see that from the vertices number constantly at 5.9M post baking. You could instead bake the buildings individually, or even entire building blocks, it would increase back the draw calls but bring down those nasty tris and verts.
@FunnyLeosVRАй бұрын
And you have 3.3M tris loaded constantly as a result. I'd use this tool to combine one whole building made with modular assets and still bake occlusion culling which will result into less drawcalls, less set pass calls and more fps
@alextreme9820 күн бұрын
Isn’t the static batching doing already this under the hood?
@Kenji_195 Жыл бұрын
I just watched a quick tutorial around Occlusion culling and it was the idea I had that many videos do for optimization But now that I've watched this, I wonder if it'd be good to combine both things By that I mean, using Mesh Baker not to bake literally the whole level but a section of the level, and using Occlusion culling to hide the sections that are not visible just yet Is it convenient to find a way to combine both or do you think this would result in the opposite and instead consume more resources? (which I doubt due to the nature and function of both methods)
@bellocktx5800 Жыл бұрын
Just checked this asset on Unity store because it's really interesting but there're too many bad reviews and not responses from the developer. So I wouldn't take the risk of investing +£70 asset to waste time and money.
@PolycarbonGames Жыл бұрын
No worries
@bellocktx5800 Жыл бұрын
@@PolycarbonGames Awesome! Thank you so much. That's the answer everyone who want to invest their money need.
@Smeegs Жыл бұрын
I will forever be torn if this is actually optimization. Yes the draw calls go down but all your batched instances meshes are gone.. so you go from 250k tris to 3 million+... what's better, massive poly count and larger builds or more draw calls?
@inkedalien Жыл бұрын
This asset is great, i wouldn't have a Game without it but, i would say using mesh grouper with a grid is a better option so its not all one mesh. Using texture baker too to make atlases is also a good idea if they aren't the same material. Then occlusion culling to make not all of it render. Good video tho :)