|
@@ -83,7 +83,7 @@ originally only rendered triangles, so all the vertices:
|
|
|
|
|
|
Nowadays, all this is handled inside the GPU, so the performance is
|
|
|
extremely high. 3D artists usually have the wrong feeling about
|
|
|
-polycount performance because 3D DCCs (such as Blender, Max, etc) need
|
|
|
+polycount performance because 3D DCCs (such as Blender, Max, etc.) need
|
|
|
to keep geometry in CPU memory in order for it to be edited, reducing
|
|
|
actual performance. Truth is, a model rendered by a 3D engine is much
|
|
|
more optimal than how 3D DCCs display them.
|
|
@@ -95,7 +95,7 @@ to be a lot more power efficient.
|
|
|
|
|
|
To be more efficient, mobile GPUs attempt to avoid *overdraw*. This
|
|
|
means, the same pixel on the screen being rendered (as in, with lighting
|
|
|
-calculation, etc) more than once. Imagine a town with several buildings,
|
|
|
+calculation, etc.) more than once. Imagine a town with several buildings,
|
|
|
GPUs don't really know what is visible and what is hidden until they
|
|
|
draw it. A house might be drawn and then another house in front of it
|
|
|
(rendering happened twice for the same pixel!). PC GPUs normally don't
|
|
@@ -105,7 +105,7 @@ consumption).
|
|
|
|
|
|
On mobile, pulling more power is not an option, so a technique called
|
|
|
"Tile Based Rendering" is used (almost every mobile hardware uses a
|
|
|
-variant of it), which divide the screen into a grid. Each cell keps the
|
|
|
+variant of it), which divide the screen into a grid. Each cell keeps the
|
|
|
list of triangles drawn to it and sorts them by depth to minimize
|
|
|
*overdraw*. This technique improves performance and reduces power
|
|
|
consumption, but takes a toll on vertex performance. As a result, less
|
|
@@ -120,7 +120,7 @@ order to display the frame).
|
|
|
|
|
|
To make it short, do not worry about vertex count so much on mobile, but
|
|
|
avoid concentration of vertices in small parts of the screen. If, for
|
|
|
-example, a character, NPC, vehicle, etc is far away (so it looks tiny),
|
|
|
+example, a character, NPC, vehicle, etc. is far away (so it looks tiny),
|
|
|
use a smaller level of detail (LOD) model instead.
|
|
|
|
|
|
An extra situation where vertex cost must be considered is objects that
|