Dynamic batching only working for <120 vertices??
Goto page Previous  1, 2, 3  Next
 
Post new topic   Reply to topic    Unity Community Index // iPhone Development
View previous topic :: View next topic  
Author Message
n0mad



Joined: 27 Jan 2009
Posts: 1002
Location: Paris

PostPosted: Tue Oct 06, 2009 10:04 am    Post subject: Reply with quote
Eric5h5 wrote:
Are you changing materials at runtime, maybe? Altering a material in any way (changing offset/tiling, alpha values, anything) creates a new material at runtime, so this can't be batched anymore.

--Eric


No change at all. A plain, constant texture loaded on import.
Back to top
View user's profile Send private message
Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Tue Oct 06, 2009 10:16 am    Post subject: Reply with quote
mklaurence wrote:
Most of my assets are sub-300 tris and still not batching (like in the batch-test project that I attached to this thread, which has a single asset with 135 verts / 180 tris).


I just looked at it...the object is 337 triangles, not 180. Whatever your 3D app says doesn't count; only the number in Unity matters.

--Eric
Back to top
View user's profile Send private message Visit poster's website
mklaurence



Joined: 26 Dec 2008
Posts: 93
Location: Chicago, IL

PostPosted: Tue Oct 06, 2009 10:23 am    Post subject: Reply with quote
Eric5h5 wrote:

I just looked at it...the object is 337 triangles, not 180. Whatever your 3D app says doesn't count; only the number in Unity matters.
--Eric


[smacks head] Right. When I was looking for vert counts earlier, I looked in the right place, but this last time I didn't Wink

That should be it then...
Back to top
View user's profile Send private message
Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Tue Oct 06, 2009 10:27 am    Post subject: Reply with quote
Yep, remove another 37 tris and it will batch. Actually the wording in the docs is a pretty confusing "bug" and should be fixed...if someone else hasn't reported it, I will. Wink

--Eric
Back to top
View user's profile Send private message Visit poster's website
n0mad



Joined: 27 Jan 2009
Posts: 1002
Location: Paris

PostPosted: Tue Oct 06, 2009 10:34 am    Post subject: Reply with quote
So it's tris, not verts ? Rolling Eyes

Anyway, all of my objects are less than 100 tris.
Back to top
View user's profile Send private message
ReJ
Unity iPhone Developer


Joined: 01 Nov 2008
Posts: 306
Location: Unity Technologies

PostPosted: Tue Oct 06, 2009 8:09 pm    Post subject: Reply with quote
Eric5h5 wrote:
Yep, remove another 37 tris and it will batch. Actually the wording in the docs is a pretty confusing "bug" and should be fixed...if someone else hasn't reported it, I will. Wink


It actually bug in the code, not in the docs. It _should_ be verts. Will be fixed in the next release. Embarassed
Back to top
View user's profile Send private message
Eric5h5



Joined: 19 Jul 2006
Posts: 6930

PostPosted: Tue Oct 06, 2009 8:20 pm    Post subject: Reply with quote
That's a bit unexpected, but actually good, since 300 verts is obviously less restrictive than 300 tris. Smile Or is there still a tri limit too?

--Eric
Back to top
View user's profile Send private message Visit poster's website
n0mad



Joined: 27 Jan 2009
Posts: 1002
Location: Paris

PostPosted: Tue Oct 06, 2009 8:38 pm    Post subject: Reply with quote
That's what we can call pure honesty Very Happy
Back to top
View user's profile Send private message
ader



Joined: 27 Jan 2009
Posts: 97
Location: England

PostPosted: Tue Oct 06, 2009 10:03 pm    Post subject: Reply with quote
n0mad wrote:
That's what we can call pure honesty Very Happy

Which is applauded.

_________________
Busting bottles over the heads of saints since '68
Back to top
View user's profile Send private message
makaleth



Joined: 12 Aug 2009
Posts: 33

PostPosted: Thu Nov 05, 2009 3:30 am    Post subject: Reply with quote
Can we expect this "bug" to be hot fixed?

So that we can actually use 300 verts instead of tris? It would be nice to fix that kind of thing as quickly as possible so we dont waste our time modelling 300 tri models.
Back to top
View user's profile Send private message
shadowman



Joined: 09 Jun 2009
Posts: 97

PostPosted: Thu Nov 05, 2009 11:08 pm    Post subject: Reply with quote
I have models of 200 vets.
They are not batching.
Similar models with 109 verts, sharing the same texture, batch.
Back to top
View user's profile Send private message
shadowman



Joined: 09 Jun 2009
Posts: 97

PostPosted: Thu Nov 05, 2009 11:42 pm    Post subject: Reply with quote
i will add here even more info:

I have an asteroid, 109 verts. batching
I get this asteroid, 109 verts and edit it in max to make a different shame, more ramdom, adding nothing: unity gets a 200 verts mesh now, not batching again.

I am stuck to this single asteroid that seems to batch lol
Back to top
View user's profile Send private message
makaleth



Joined: 12 Aug 2009
Posts: 33

PostPosted: Fri Nov 06, 2009 7:48 am    Post subject: Reply with quote
You cant look at the vert count. Unity currently batches meshes of <300 triangles not verts.

Still no reply on when we might see it changed to verts???
Back to top
View user's profile Send private message
n0mad



Joined: 27 Jan 2009
Posts: 1002
Location: Paris

PostPosted: Fri Nov 06, 2009 1:01 pm    Post subject: Reply with quote
shadowman wrote:
I have models of 200 vets.
They are not batching.
Similar models with 109 verts, sharing the same texture, batch.


Same problem here.

40 objects sharing the same texture, leading to 15 drawcalls.

Every object is < 300 verts (yes, not tris, verts, so verts counter is even lower than 300).

Can't understand why.

_________________
Kinetic Damage : WIP monitor.
Back to top
View user's profile Send private message
shadowman



Joined: 09 Jun 2009
Posts: 97

PostPosted: Fri Nov 06, 2009 1:36 pm    Post subject: Reply with quote
makaleth wrote:
You cant look at the vert count. Unity currently batches meshes of <300 triangles not verts.

Still no reply on when we might see it changed to verts???


as fas as I know, in 3d world a triangle is made of 3 verts.

So in a mesh, 300 verts always less than 300 triangles, lot less.
So I don't get the point of your comment Shocked sorry
Back to top
View user's profile Send private message
Post new topic   Reply to topic    Unity Community Index // iPhone Development All times are GMT + 1 Hour
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum