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OVER-Abundance of Verts in Models (Can Greatly Increase Game Performance)


syn7572

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So, I've stumbled across a thought of "hey, I use this function for deleting double verticies out of my meshes while I clean up my topology" and thus I decided to do the very quick way in some of the current existing models that I've extracted from the game resources. Here are just 4 of my findings:

 

Chemistry Station:

-----------------

Before:

https://drive.google.com/open?id=1d7o8Ce0zdqbj-P3QGCU4gk1G9_T2ADvu

After:

https://drive.google.com/open?id=1VPlarnqGElwFFBXEq_wvzGnESR7WDmqZ

 

Bear:

-----

Before:

https://drive.google.com/open?id=1XExwCZhHF2S19Mg0DEjA84dFD3XYw32v

After:

https://drive.google.com/open?id=1WxTSeRDdHeqBBd9_lNfMig8ZflYhvEF3

 

Auger:

------

Before:

https://drive.google.com/open?id=1DTwKrx3gTlES0-z9q35eA6M3eiqPgLMr

After:

https://drive.google.com/open?id=1AHRU9zn7XesIrpmBdL-o_q3JGtflZ73O

 

Ammo:

------

Before:

https://drive.google.com/open?id=1rSkWBEEgkhAQmHAeqh8y4d_wkmsivdam

After:

https://drive.google.com/open?id=14QkCL491NyPXwrY9vT_vAWnm4tBCwYIw

 

 

Results:

Data.jpg.0988d54ea3e66cee33807c57a6e5a904.jpgData.jpg.0988d54ea3e66cee33807c57a6e5a904.jpg

 

 

The Problem:

I am incapable of extracting the materials, and even if I was able to: I'm unsure what affect it has on the UV maps. Anyone else run into this yet? Or could it perhaps be a poor quality conversion which inefficiently breaks the meshes apart?

If this really is how the meshes originally stand in the game content: this could increase (very roughly given that I've only opened 4 random models out of 4,300 total) overall performance by around 30%.

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