Uploaded April 2013 | Updated September 2026, 2 weeks ago
Have you ever noticed that your 3D application and Unity tend to not agree on the vertex count of your models? Smoothing groups and discontinuous UVs have a direct impact on vertex count as the geometry is interpreted by the GPU. The key to creating optimized models is in understanding how the GPU processes the vertices.
In this video, we are going to take an in-depth look at how the GPU processes vertices and how this affects the vertex count of your geometry. We will look at smoothing and UV splits (Split Tangents) and how this affects the vertex normal in terms of tangents.
Have you ever noticed that your 3D application and Unity tend to not agree on the vertex count of your models? Smoothing groups and discontinuous UVs have a direct impact on vertex count as the geometry is interpreted by the GPU. The key to creating optimized models is in understanding how the GPU processes the vertices.
In this video, we are going to take an in-depth look at how the GPU processes vertices and how this affects the vertex count of your geometry. We will look at smoothing and UV splits (Split Tangents) and how this affects the vertex normal in terms of tangents.










