Using 'Keep Quads' option in Mesh Import Settings can trick SDK Triangle Count
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Hiyu
SDK Version 3.7.1
In the import settings for a Mesh or Skinned Mesh asset (e.g. FBX) primarily built from four-sided polygons, enabling the 'Keep Quads' import option will significantly reduce the Triangle count in the SDK Builder panel, affecting the avatar's Performance Rank in the SDK's eyes.
With Keep Quads enabled, a Very Poor avatar with >70k tris can be counted as a Medium avatar with <70k tris by the SDK, despite the actual GPU triangle rendering cost being the same for both.
Additionally, enabling this option separates the quads and tris into separate material slots, on a per-material basis: meaning one, or more, extra draw calls per mesh. Users may inadvertently think they are optimising their avatar by doing this, when in reality the GPU load remains unchanged, but CPU load is increased.
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StormRel
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