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Merge pull request #205483 from FlorianBorn71/PointCloudSizeLimit
Mention the 2.5 billion size limit for PC
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articles/remote-rendering/overview/features/point-cloud-rendering.md

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>
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> For more information, see [Supplemental Terms of Use for Microsoft Azure Previews](https://azure.microsoft.com/support/legal/preview-supplemental-terms/).
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ARR supports rendering of point clouds as an alternative to triangular meshes. Point cloud rendering enables additional use cases where converting point clouds to triangular meshes as a preprocessing step is either impractical (turnaround times, complexity) or if the conversion process drops important detail.
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ARR supports rendering of point clouds as an alternative to triangular meshes. Point cloud rendering enables new use cases where converting point clouds to triangular meshes as a preprocessing step is either impractical (turnaround times, complexity) or if the conversion process drops important detail.
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Similar to triangular mesh conversion, point cloud conversion doesn't decimate the input data.
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## Size limitations
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For the maximum number of allowed points, the same kind of distinctions between a `standard` and `premium` rendering session applies, as described in paragraph about [server size limits](../../reference/limits.md#overall-number-of-primitives).
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Point cloud asset conversion has a hard limit of 2.5 billion points per converted asset.
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For the overall maximum number of allowed points loaded and rendered by ARR, the same kind of distinctions between a `standard` and `premium` rendering session applies, as described in paragraph about [server size limits](../../reference/limits.md#overall-number-of-primitives).
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## Global rendering properties
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articles/remote-rendering/reference/limits.md

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* **Animation:** Animations are limited to animating individual transforms of [game objects](../concepts/entities.md). Skeletal animations with skinning or vertex animations aren't supported. Animation tracks from the source asset file aren't preserved. Instead, object transform animations have to be driven by client code.
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* **Custom shaders:** Authoring of custom shaders isn't supported. Only built-in [Color materials](../overview/features/color-materials.md) or [PBR materials](../overview/features/pbr-materials.md) can be used.
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* **Maximum number of distinct materials** in an asset: 65,535. For more information about automatic material count reduction, see the [material de-duplication](../how-tos/conversion/configure-model-conversion.md#material-de-duplication) chapter.
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* **Maximum number of distinct materials** in a singular triangular mesh asset: 65,535. For more information about automatic material count reduction, see the [material de-duplication](../how-tos/conversion/configure-model-conversion.md#material-de-duplication) chapter.
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* **Maximum number of distinct textures**: There's no hard limit on the number of distinct textures. The only constraint is overall GPU memory and the number of distinct materials.
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* **Maximum dimension of a single texture**: 16,384 x 16,384. Larger textures can't be used by the renderer. The conversion process can sometimes reduce larger textures in size, but in general it will fail to process textures larger than this limit.
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* **Maximum number of points in a single point cloud asset**: 2.5 billion.
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### Overall number of primitives
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