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Merging imposter meshes not working

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Merging imposter meshes not working

Postby ascherren » Tue Aug 21, 2018 10:16 am


we are trying to merge Amplify Imposter meshes in order to improve performance in WebGL.
There on our target hardware we notice that even 5.000 Quads with GPU batching are like 80-90% less performing than combining those quads into one big mesh.

Therefore we would like to do the same with Amplify Imposters.

Combined Imposters with default shader:

Combined Imposters with Imposter shader:

Is there anything you or we can do to make this possible?

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Re: Merging imposter meshes not working

Postby Amplify_Borba » Tue Aug 21, 2018 1:36 pm

Hello Andreas, thank you for getting in touch and for your support!

Unfortunately, you've stumbled upon a limitation for which we are hoping to find a workaround.
In short, we plan to investigate a way of performing this sort of optimization through different LOD systems in the future, including the Hierarchical Level of Detail - HLOD, in a way that users won't have to worry about merging the meshes as everything should be taken care of by the tool.

That being said, there is no official ETA for this specific feature as we're currently focused on improving the UX and fixing reported issues as the tool is still in Beta, so stay tuned for future updates!
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