chicagobob123 Posted February 21, 2018 Share Posted February 21, 2018 Generic question. I have a HUGE model for my world. Millions of polygons. 239MB babylon scene file. Generically HOW do you handle this? It takes minutes to load. For me I start zoomed out I need to see everything and as I zoom more detail. So generally how do you folks deal with this? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2018 Share Posted February 22, 2018 this is huge :0 just think about people with low bandwidth Perhaps you could have multiple LOD? a simpler version and a more complex one We support LODs in GLTF for instance Quote Link to comment Share on other sites More sharing options...
chicagobob123 Posted February 22, 2018 Author Share Posted February 22, 2018 First think you should get a kick out of it loads on my Note 4 (not its intended target) and doesn't do too badly. On to your reply >> I will have to look up LOD's cause I have no idea what that is. or GLTF for that matter I am working on multiple solutions. One of which is to just trash the entire model and try other ways to get the same visual effect. I have so many basic questions. Sorry.. One of which is if I have a few common models with textures etc. that are reused. Is there a way to keep them loaded in the gpu and re purposed with different attributes? Kind of like a texture tile being repeated all over the place. (does what I am asking make sense? Maybe I have been up too long ) Trying to get some more performance. Is there a babylon how to get the performance paper ? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2018 Share Posted February 22, 2018 Textures are automatically reused when they are the same chicagobob123 1 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.