After adding new particles to the game I started to receive the following warning:
Out of debug vertex data (10000). Increase graphics.max_debug_vertices to avoid this warning.
Looks like Particle Fx Vertex Buffer goes over the 45000. (I’m not sure if it is related to particle vertex buffer or not.) There isn’t impact on performance as far as I can see. It works well even on good old iPad 3.
I can simply set graphics.max_debug_vertices to something 50000.
But, I’m curious:
What is the Max Debug Vertices? Is it related to particles?
Is this number normal?
What is the impact of “Max Debug Vertices” on performance?
Increasing the debug vertex count will allocate space for more debug vertices, regardless if they are used or not. Yes it will or will not impact both memory and performance, depending on what you do in your game. The debug vertices will always be there, even in release, but if you don’t use them for debugging (i.e running the profiler, drawing lines and whatnot) they won’t be drawn.
A debugvertex is 32 bytes, and with the default value of 10k, you’d shave off ~300kb in runtime memory so if you want to really trim it down then by all means
Seems like the profiler drawer is consuming more debug vertices when particles available(for drawing more text maybe?) and it hits the 10k limit by itself.