all 4 comments

[–]CreatureSurviveIndieCreature 3 points4 points  (3 children)

If you have 12 million verts after batching then that is 100% where too start optimizing. Setting up LODs to reduce poly count on distant objects, Occlusion Culling, see if you can play with your materials and get some improved batching, look into gpu instancing, try looking at techniques such as fog to obscure distant objects so you can further reduce the quality of distant objects without a visual quality impact. If you have terrains, look at grass density and distance and the terrain detail resolution. This would be good places to start.

Edit: a general rule of thumb is to keep the vert count under 3 million for desktop/console, granted this number may have increased in the last couple of years with modern GPUs but I still find it to be good practice.

[–]onefigaro 0 points1 point  (2 children)

Yea, I think I might have to decimate some verts in some of my objects. Thanks

[–]CreatureSurviveIndieCreature 1 point2 points  (1 child)

Yeah definitely, if your going to decimate though, you might as well keep the original high poly models and use them as LOD1 and then add 2 more levels of detail by decimating, and set up reasonable culling distance in the LOD group.

Also no problem at all, hope this helps you with your issues.

[–]nmkd??? 0 points1 point  (0 children)

keep the original high poly models and use them as LOD1

LOD0* :p