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!
>> --
>>
>
>

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