Question VAM objects textures how it works

rabbit1qaz

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Hi, its kinda lame question but could you please tell how it work, if i have scene with eg same CUA in 3 places, when scene is load all 3 atoms are loaded at once ? does whole object are in memory 3 times or there is only 3x object description(like mesh, collider, poistion etc) but textures (since its same texture ) are only load 1x ?

If there is object and another object behind it. Does that one behind is calculated (eg when colliders are of) ? so if i have 2 complicated objects one behind another it takes less GPU/cpu time than if they will be both on player view ?
 
Advanced questions that probably only the devs can answer correct.

1. It should be 3x mesh, colliders and 1x textures
2. Not sure if I understand - technically if an object is not visible Unity can do Occlusion culling to save CPU and GPU time.
 
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Advanced questions that probably only the devs can answer correct.

1. It should be 3x mesh, colliders and 1x textures
2. Not sure if I understand - technically if an object is not visible Unity can do Occlusion culling to save CPU and GPU time.
2) thats probably what i ment . So next qustion is , that via that Occlusion culling only rendering is not done , but all other thing like physics, collision should be done even if object is not rendered ?
 
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