--- name: blender-game-optimization description: Optimize Blender assets for real-time engines - triangle/material/texture/bone budgets per platform (mobile, Roblox, web, VR, console, PC), LOD chains, decimation modes, mesh cleanup, draw-call reduction (material merging, atlases, trim sheets), instancing, vertex-split costs, collision proxies, texture memory. Use when an asset is too heavy, before export, or when targeting a platform budget. license: MIT metadata: author: blender-agent-skills version: "1.1.0" --- # Game Optimization The execution model is in `blender-core`. Always re-run `blender-asset-qa` after optimizing. ## Procedure 1. **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. 2. **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). 3. **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`). 4. **Materials**: merge to 1–2 per asset (atlas / trim sheet / shared tiling material). Each material slot per mesh is roughly one draw call. 5. **LODs**: `scripts/make_lods.py -- --objects SM_X --rename` creates `_LOD1.._LOD3` at 50/25/12.5%. Check every LOD silhouette with `look`/`review_shots`. 6. **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_bias` auto). - 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=Automatic` does it. Keep each MeshPart ≤ 20k tris and use a simple `CollisionFidelity` (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_instancing` with `export_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__##`, 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.py` evaluates 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 `Weld` modifier is the non-destructive merge by distance. Use `mode="CONNECTED"` to avoid welding separate parts. - Triangulate before measuring if the engine will. Quads already count as 2 tris in the stats.