GearVR - Skeletal Mesh polycount is 10 times higher!

Hi all,

I’m testing some skeletal meshes inside a scene using UE4.12.5

Using the Stat Engine to keep track of the polycount I notice that the enemy I have in front of me ( which has 6000 triangles ) seen thru the Stat Engine the skel mesh has 53k triangles which is almost 10 times the actual polycount…I know that skinned mesh require more GPU power to compute, but 10 times? really?

Is this the standard workflow for skinned mesh on mobile?

Please tell me I’m doing something wrong

I had a similar issue, the problem is that the skinned mesh has more then 4 bone influence, that’s why the polycount is that high.

In Maya ( or whatever software you’re using ) there should be an option to reduce the number of affected joints by the skinning.

I had a similar issue, the problem is that the skinned mesh has more then 4 bone influence, that’s why the polycount is that high.

In Maya ( or whatever software you’re using ) there should be an option to reduce the number of affected joints by the skinning.
After you do that reimport the mesh in UE4 and it should be ok :wink: