Wondering if models are under 300 vertices and share a material, are they are batched into one draw call?
Thus would this improve game performance of the game on the iPhone, less chugging?
Thank you
Wondering if models are under 300 vertices and share a material, are they are batched into one draw call?
Thus would this improve game performance of the game on the iPhone, less chugging?
Thank you
If it helps anything depends on a plentitude of factors, drawcalls aren’t as limiting anymore as for example usage of bad materials (blending / alpha) which will kill the performance much sooner.
But yes, simply put 300 is enough for dynamic batching (or 800 floats more appropriately cause the 300 verts assume vertices with only a position, color and 1 uv channel so 800 float inputs)
Personally I was focussing a lot on draw calls as well. I had 43 for my iPhone game. When I turned off the point lights it dropped to 23. Still, the number of FPS did not change much. In my case scaling objects was CPU consuming. So I must agree with the previous answer. Meshes using the same material will indeed improve performance. Combining meshes and using texture atlasses improve performance as well. Meshes which do not move should be marked as static.