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Optimizing Geometry Count

Brian Peiris edited this page Jun 6, 2017 · 13 revisions

Description

Geometry Count is the number of individual mesh geometries rendered by your app. Geometry instances lead to additional draw calls when rendering your app.

Rendering a large number of geometries can also cause poor load-time performance.

Note: Geometry Count represents all the geometries you have ever renderered into the scene, even if you stop using the geometry later in the app's lifetime.

Causes

High Geometry Count can be caused by poor re-use of geometries or if your app is continuously adding new geometries to the scene.

Optimization

Re-use geometry instances as much as possible. Avoid cloning or duplicating geometries if they contain identical content. Mesh cloning will not duplicate the geometry.

If your app has many small geometries, merge them into a single, large geometry if possible.

If your app requires many different geometries, avoid load-time hitches by adding geometries to the scene across multiple frames or by adding the geometry only when it is needed.

In some instances, geometry re-use can lead to further optimizations thanks to render batching, where objects with the same geometry are rendered in a single draw call.