J_alchemist Posted February 6, 2017 Share Posted February 6, 2017 Hello, I'm trying to export a model which is about 400,000 Polys. I know the maximum export is somewhere around 60, 000 for any one mesh. I am thinking about breaking and exporting the mesh in different parts. Will this lead to issues in the scene? Also, what is the best polygon count for a babylon scene for efficiency in web and mobile? Finaly, what is the maximum polygon count for a babylon scene before it crashes? Thank you in advance! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 6, 2017 Share Posted February 6, 2017 Hello, if you are running on recent devices, babylon.js can use 32bits indices and thus there is no more a 65K vertices limit per mesh Based on WebGLStats, you can be pretty confident http://webglstats.com/webgl/extension/OES_element_index_uint There is virtually no upper limit of polygon count per scene as long as you have memory I suggest trying and experimenting NasimiAsl and Komakaze 2 Quote Link to comment Share on other sites More sharing options...
Komakaze Posted August 18, 2021 Share Posted August 18, 2021 I know this is an old topic, but this info may still be useful to others like myself. WebGLStats seems to be gone or moved. https://webglreport.com/ looks like it may be it's replacement? (as of writing). I created a BABYLON.MeshBuilder.CreateGroundFromHeightMap with 500 subdivisions, and get about 43fps to 60fps on a midrange Xiaomi Mi A1 phone released ~September, 2017. (gsmarena.com is useful for finding device spec's) My rough calculation, 500 subdivisions would work out to 250,000 quads, and if there's 2 triangles for each quad then 500,000 triangles might be about my poly budget to support mid-range phones. Because it's only one mesh, a lot of vertex's are shared, so if I have more mesh's my budget may be lower. (disclaimer: I'm new to Babylon JS, and WebGL on mobile, so my assumptions could be wrong). Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.