09-10-2020, 04:21 PM
Testing some different scenarios now:
I’m looking at the .vrscene file being created at export time in the temp folder
Particle system 20K parts with shape using low rez geosphere 80 faces, mesh set to instant: upload 100 frames = 658,334kb , compile time : 43secs
Particle system 20K parts with shape using low rez geosphere 80 faces, mesh set to triangle mesh: upload 100 frames = 658mb , compile time : 1min58sec
Particle system 20K parts with shape using triangle 1 face, mesh set to instant: upload 100 frames = 658,331kb , compile time : 42secs
Particle system 20K parts with shape using triangle 1 face, mesh set to triangle mesh: upload 100 frames = 658,331kb , compile time : 42secs
So, it looks like there is little difference in file size when the particle mesh changes from a triangle to geosphere. Seems like the bulk of the file size is from particle TMs and other data and not from the mesh. The compile time is much better using instanced particles.
So, my assumption was wrong.
The high count of a particle system is the upload bottleneck and NOT the face count of the particle or if it’s set to instance or triangle setting.
Andy
I’m looking at the .vrscene file being created at export time in the temp folder
Particle system 20K parts with shape using low rez geosphere 80 faces, mesh set to instant: upload 100 frames = 658,334kb , compile time : 43secs
Particle system 20K parts with shape using low rez geosphere 80 faces, mesh set to triangle mesh: upload 100 frames = 658mb , compile time : 1min58sec
Particle system 20K parts with shape using triangle 1 face, mesh set to instant: upload 100 frames = 658,331kb , compile time : 42secs
Particle system 20K parts with shape using triangle 1 face, mesh set to triangle mesh: upload 100 frames = 658,331kb , compile time : 42secs
So, it looks like there is little difference in file size when the particle mesh changes from a triangle to geosphere. Seems like the bulk of the file size is from particle TMs and other data and not from the mesh. The compile time is much better using instanced particles.
So, my assumption was wrong.
The high count of a particle system is the upload bottleneck and NOT the face count of the particle or if it’s set to instance or triangle setting.
Andy