Game Optimization
The execution model is in blender-core. Always re-run blender-asset-qa after optimizing.
Procedure
- Measure:
scripts/mesh_stats.py -- --objects ... --budget mobile|roblox|web|vr|console|pc. It returns tris, estimated draw calls, materials, texture VRAM, bones, and the over-budget items. - Clean:
make_lods.py --cleanup(merge by distance 0.1 mm, dissolve degenerate, delete loose). Remove hidden faces: back-to-back faces and faces under other parts (qa_check→back_to_back, plus manual xray). - Reduce in this order (cheapest visual loss first): hidden/interior geometry → unnecessary edge loops on flat areas (Limited Dissolve 1–5°) → over-segmented cylinders → Decimate → bake detail to normals (
blender-texture-baking). - Materials: merge to 1–2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call.
- LODs:
scripts/make_lods.py -- --objects SM_X --renamecreates_LOD1.._LOD3at 50/25/12.5%. Check every LOD silhouette withlook/review_shots. - Re-measure, then QA, then export (
blender-export-pipelines).
Budgets (guidance per asset, 2026)
| Platform | Hero char tris | Prop tris | Mats/asset | Max texture | Bones |
|---|---|---|---|---|---|
| Mobile | 5–15k | 0.3–3k | 1–2 | 1024 | ≤75 |
| Roblox | body ≤10,742 (head 4k, torso 1.75k, limb 1,248); accessory/clothing 4k | ≤20k per MeshPart | 1 (SurfaceAppearance) | 1024 (PBR), 4k max | R15 + optional |
| Web (three.js/Babylon) | 10–30k | 1–10k | 1–2 | 2048 | ≤100 |
| Standalone VR (Quest) | 10–40k | 1–10k | 1–3 | 2048 | ≤100 |
| Console / PC | 50–150k | 5–50k | 2–6 | 4096 | 150–300 |
| UE5 Nanite (static) | — | millions OK | few | 4096+ | n/a |
| Whole-scene limits matter more than single assets: mobile ≈ 100–300k tris visible and < 100–200 draw calls; PC ≈ millions of tris and < 2–5k draw calls. |
Decimate modes
| Mode | Use | Notes |
|---|---|---|
COLLAPSE (ratio) |
organic, scans, LODs | use_symmetry, vertex group factor to protect faces/hands; triangulates |
UNSUBDIV (iterations) |
meshes made by subdividing quads | restores the quad grid cleanly |
DISSOLVE (planar, angle) |
hard-surface / CAD | delimit {"SEAM","SHARP","MATERIAL","UV"}; keeps the silhouette, makes n-gons → triangulate on export |
| Protect UV seams and silhouette: decimate a copy, then compare. If UVs tear at LOD1, the ratio is too aggressive for that topology, so re-unwrap or use a manual LOD. |
The hidden cost: vertex splits
GPU vertex count = unique (position, normal, UV, color) combinations. Every UV seam and hard edge duplicates vertices, so engine vertex counts are often 1.5–3× Blender's. Minimize seams where they aren't needed, keep hard edges = seams (so the split happens once), and don't add vertex colors or extra UV sets you don't use.
LOD rules
- Halve the tris per level. Switch at screen size ~0.5 / 0.25 / 0.125 (UE "Screen Size", Unity LOD Group %, Godot
lod_biasauto). - LODs keep the same materials (or fewer: merge them at LOD2+), same pivot, same bounds.
- Skeletal LODs: remove finger/face bones at LOD2+ (the engine bone-reduction tools handle this). Keep the skinning on the same skeleton.
- Far LOD / foliage: impostor/billboard. Unreal Nanite (static, opaque/masked) and Godot's auto mesh LOD can replace a hand-made chain.
- Roblox: no manual LODs.
RenderFidelity=Automaticdoes it. Keep each MeshPart ≤ 20k tris and use a simpleCollisionFidelity(Box/Hull) for non-walkable parts.
Draw calls and batching
- Merge static meshes that share a material and are always seen together (join objects). Don't merge across large areas, because that defeats frustum/occlusion culling.
- Instancing: repeated objects as linked duplicates (Alt+D, shared mesh) or collection instances. They export as instances (glTF
EXT_mesh_gpu_instancingwithexport_gpu_instances) or as one mesh + transforms in the engine. - Atlases/trim sheets: put many props on one texture set. Trim sheets let walls, panels and pipes share one 2k material.
- Texture memory (upper bound, uncompressed RGBA8 + mips): 1k = 5.3 MB, 2k = 21 MB, 4k = 85 MB. Engines compress (BC7/ASTC ≈ 4–8×). Pack grayscale maps into ORM channels to cut it 3×.
Collision
Keep collision separate and simple: boxes/convex hulls of ≤ 32–255 verts. UE UCX_<Mesh>_##, Godot -colonly/-convcolonly suffix, Unity MeshCollider on a simplified mesh, Roblox CollisionFidelity. Never use the render mesh as a physics mesh for anything that moves.
Rig and animation cost
Limit to 4 influences per vertex (vertex_group_limit_total(limit=4) + normalize). Remove non-deforming bones from the export (use_armature_deform_only). Bake constraints and drivers to keys. Shape keys cost memory per vertex, so drop unused ones and keep only deltas (glTF sparse accessors handle this).
Gotchas
- Decimate on meshes with unapplied modifiers:
make_lods.pyevaluates them first. Other paths need you to apply them. - Join (
Ctrl+J) merges materials and UV maps by name. Rename the UV maps identically first, or the UVs get lost. - The
Weldmodifier is the non-destructive merge by distance. Usemode="CONNECTED"to avoid welding separate parts. - Triangulate before measuring if the engine will. Quads already count as 2 tris in the stats.