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Density Check

Analysis → Density Check

The first of the three read-only tools. It builds nothing: Analyze grades every mesh in scope against a triangle budget and shows the verdict as the object's viewport colour, and Finish Analysis puts every colour back.

Using it

  1. Set ScopeVisible (every visible mesh in the view layer) or Selected.
  2. Press Analyze.
  3. Read the scene by colour, and click any object for its numbers.
  4. Finish Analysis when you are done.

What the colours mean

The scale is per square metre of surface, not per object, because a triangle count only means something against the size of the thing spending it.

Band Meaning
< 0.25× walls, glass, big surfaces
0.25–1× normal props — vanilla spend
1–2× detailed props
2–4× rich detail — hero territory
> 4× hero props, or room to optimise

1× is what vanilla GTA spends on a mesh this size. The scale is measured from Franklin's house: of its 261 meshes, three quarters sit under 1× and only hero props pass 4×.

Red is a flag, not a mistake

A hero prop the player walks up to should be dense. The tool tells you where the money went, not what to delete. What it is good at is the opposite case: the background crate nobody looks at, quietly sitting at 6×.

Settings

Setting Does
Budget triangles a mesh may spend per square metre. 1000 by default — this is the 1× line
Scope which objects Analyze measures

Per-object readout

Select an analyzed object and the panel gives its triangle count, its density in tris/m², its multiple of the budget, and a line of advice.

An object with no measurable surface says so rather than reporting a meaningless ratio — a mesh of loose edges has triangles and no area to divide them by.