batching and GPU instancing??

Expanding and utilizing the engine via C++.
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Joined: Sat Feb 07, 2015 11:37 pm
  by Johxz » Wed Jan 31, 2018 12:49 am

If I understand correctly instancing is already there by default to any low poly models right? no skinned mesh.

So the Forest/Groundcover use instancing by default?

If gpu-instancing is already default, and we need to clone the same shape a lot of times, what is the different in using the forest editor for example or just clone it?

How about static batching or dynamic batching, is in the T3D? or what other kind of optimization we have for lots of shapes?

by the way is gpu or hardware instancing?

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