Thanks for clearing thsi statistics panel thing for me!
Quote:
As to your other question, it all depends. How many polies your entities have, whether they all use the same mesh, texture sizes, their actions, etc, all effect how many you can have.
1300 cubes (12 triangles) with a 64x64 texture, all the same mesh with no real action, would use almost no resources.
But 10 models, with 10K tris each, and 1024x1024 texture, all different meshes, and an action that computes PI to 100 digits will use substantial resources.
Yes, that is true but no matter how complex the models are and how many of them are there, there should be no slowdown as long as they're out of the view and their actions are simple or none, right? ( and as long as there's no texture swapping happening) Why should their existence affect fps in any way when they exist completely elsewhere in the level? Maybe I'm doing something terribly wrong and they are somehow visible to camera ( even when they're obviously out of camera frustum) ....
EDIT: I'll wait and see if I can find out more with the new statistics... Thanks everyone!