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Handling big meshes

Helpful techniques for working with TouchDesigner. Answers only, no questions.

Handling big meshes

Postby vertexshining » Wed Aug 30, 2017 1:01 pm

Hi all,

is there any particular optimization method to handle big meshes (up to 2046x2046) with similar results as in Unity or UE4?
I'm loading a 2046x2046 mesh in .fbx format but my fps drops down to 30 immediately.
Looking at the performance monitor I can see that
"Rendering a window" took about 29ms. It's some kind of GPU to CPU bottleneck?

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Re: Handling big meshes

Postby malcolm » Fri Sep 01, 2017 5:59 pm

That generally means a GPU bottleneck. Are you in perform mode when this occurs?
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Re: Handling big meshes

Postby vertexshining » Sun Sep 03, 2017 8:32 am

Hi Malcom,

like you said I'm afraid it is a big GPU bottleneck:
in my project I've a 2046x2046 mesh (.obj or .fbx), a PBR Mat with a substance attached, a Environment Light COMP with an HDRi map, a Depth of Field comp made out of TOPs not GLSL.

My machine mount a GTX980M 4GB / 16Gb Ram / Intel i7 / Window10 / latest TD Commercial build.

I've also tried to use a slightly modded version of PBR-Displacement technique, following ragan instructions, found on the forum because using height map displacement instead of loading the .obj or .fbx gives me a terrific improvement and I can keep everything at 2k/60 FPS.
The only problem is that all the substance positioning is messed up, and it's not looking so good as using the 3D model, even by using a Texture SOP and an Attribcreate SOP after the Grid SOP.

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