Historically Soft has dealt quite well with few objects with intense topology much better than thousands of low-res objects.
Like Eric said, it wouldn't hurt to run some tests yourself. For example, you could make a very densely subdivided cube, extract each face to get a few thousand objects and test performance of that vs extract each side getting multiple polys. You enable the framerate counter in the viewport with Display->Visibility Options (All Cameras), then in the Stats tab, first option. On Fri, Nov 1, 2013 at 11:02 AM, Eric Thivierge <[email protected]>wrote: > Have you run any tests yourself in this respect? > > > On Friday, November 01, 2013 10:58:56 AM, Sergio Mucino wrote: > >> Simple, quick question. When dealing with extracting meshes from >> another one that is deforming (using Create - Poly Mesh - Extract >> Polygons (keep) ), what is a better approach to take, >> performance-wise? One single mesh with lots of polygons (relatively >> speaking), or several meshes with few polys? Thanks everyone! >> -- >> > >

