Before — Tris 360 / After — Tris 328



Even background objects that don't take up much screen space affect the cumulative vertex count and rasterizer cost. This work organizes production rules for removing unnecessary edges and back faces based on silhouette, texel density, and camera viewpoint.

The difference is small, but if the same silhouette can be achieved with fewer tris, we adopt the right-side wireframe flow going forward.




Decide by comparing texel density and vertex count. Where tile maps are used or high texel density isn't required, use a wireframe structure with a lower vertex count.

The size is 4× different but the same polygon count is used.

550 -> 312



From the current viewpoint, the back faces can't be seen. If there's no other use, confirm from the camera viewpoint and remove them as part of the workflow. Even when back faces are used for shadows, baked or real-time shadows can be handled with a shadow dummy.

LOD 0 - 9,841 -> 3,600
LOD 1 - 3,195 / LOD 2 150




With no silhouette change, Tris 360 → 328 / Verts 9,841 → 3,600
Object count 550 → 312, ~43.3% reduction with a quality bump
Documented criteria for removing back faces not visible to the camera
Not just blanket reduction — consider texel density judgement and silhouette preservation together