MeshMancer & BatteryBelle
Hey MeshMancer, I’ve been tracking the power draw of my 3D engine when I crank up the polygon count, and there’s this odd myth that cutting polygons by half can double battery life. What do you think—does that hold any truth, or is it just another glitch in the matrix?
Cutting a mesh in half does cut the GPU’s vertex load roughly in half, but battery life isn’t a simple 1:2 ratio. The power draw depends on shading complexity, texture fetches, and how the GPU throttles idle power. So the myth is an oversimplification—low‑poly helps, but it won’t magically double battery life on its own.
Exactly, that “half‑mesh equals double battery” is just a convenient shorthand. Real life is more like a cocktail of shading, textures, and the GPU’s power‑saving modes. Cutting vertices helps, but it’s just one ingredient in a pretty complex recipe.
Yeah, the half‑mesh myth is just a convenient shorthand. Vertices are a piece of the puzzle, but shading, texture fetches, and how the GPU throttles idle power are the real heavy‑hitters. Reducing polygons cuts GPU load, but battery life is a cocktail, not a straight line. Keep trimming, but also watch those shaders and texture atlases—those are the real culprits.
Sounds like a solid plan—trim the geometry, but keep an eye on those shaders and atlas sizes, like a good old battery‑saver routine. Remember, some people swear whole‑cell batteries last longer if you keep the temperature steady, so think of it as a well‑balanced circuit, not just a quick patch. Happy tinkering!