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Dealing with many objects or few objects

Posted: Mon Sep 01, 2014 12:39 am
by MaTtY631990
Hi

This is general question about the octane engine. Does the engine work more efficiently with fewer objects than having many objects in a scene or does not depend at all. Will this kind of thing only apply to a biased engine perhaps.

Thanks.

Re: Dealing with many objects or few objects

Posted: Wed Sep 03, 2014 3:16 am
by FooZe
Yes, the geometric complexity does effect the rendering speed.

Re: Dealing with many objects or few objects

Posted: Wed Sep 03, 2014 3:29 pm
by MaTtY631990
Ok, thanks I already know that more complexity will affect the speed. But which would be better for the engine out of the two I listed below. Also does this have an any impact on loading to memory.

* Attach objects together = fewer objects.
* All objects are separate.

Thanks.

Re: Dealing with many objects or few objects

Posted: Wed Sep 03, 2014 10:14 pm
by FooZe
I do know that instances are generally slower to render than their "baked down" equivalent (ie: if you combined the meshes in your 3d app and saved them out as a single .obj).
If all your instances are singular and your just grouping them together with a geometry group (something like a landscape as one node and a car as another that you can move around) then i doubt you will see much performance difference. I only think it gets significant when you have 100's of objects (maybe even thousands). I haven't got any figures for testing this so i'm not sure what the figures would look like, it's probably very scene dependent. Of course you have memory benefits using instances rather than plain geometry for multiple identical objects in a scene.

Re: Dealing with many objects or few objects

Posted: Thu Sep 04, 2014 11:54 am
by ROUBAL
Of course you have memory benefits using instances rather than plain geometry for multiple identical objects in a scene.
By the way, I tried recently to fake grass using displacement. It is not bad if not seen in close up, but Displacement requires much more memory than instanced geometry !