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What to do about low framerate due to high triangle count

I'm developing an app in Unity, and I need to be able to make thousands of spheres in one scene. It's just in the nature of the app, and there's no way around that. So far to optimize I've lowered the sphere vertex count to 279 by using subdivided octahedrons (instead of using Unity's 525 vertex spheres) and they are batching really well. With a speedy shader I can get around 64 draw calls and with a slightly more expensive one around 160 draw calls, for 3500 spheres plus some UI stuff. Still, I end up with over 100k vertices by a longshot, so my framerate is under 20 fps. Is there any way to make the HoloLens able to handle more vertices smoothly, or to reduce the number of vertices in the spheres? I followed this guide on octahedron spheres in Unity, and I can go down to 2 subdivisions (79 vertices) for some ugly looking spheres, but anything below that and they barely look spherical anymore.

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Answers

  • I tend to agree the polygon reducing tools tend to make things look really ugly. This may or may not work for you - but have you thought about manually culling some of your spheres (i.e. small ones, or ones far way)?

  • Maybe you could replace the spheres by billboarded quads that mimic the shading of a sphere (aka imposters).

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