Broken SpeedTree batching (With reproducible example scene)

Hi There,

I have a problem with speedtree’s not batching at all.

I have included an example scene (project actually) which very clearly highlights the problem

Current issue :
Each tree in the scene causes 25! drawcalls, with 0 ‘saved by batching’
I have switched off Smooth LOD and stripped out litterally everything else, the scene only contains 3 LOD0’s and a light+camera

Total Draw calls : 91 ! with only 3 trees !

The example project can be found here : http://paradoxforge.com/temp/SpeedTreeBatching.zip (16mb, it was over the 4mb limit of the forum)

Any idea’s how to get these drawcalls to a reasonable amount per tree ?

Unity 5.4.2f2

Welcome to SpeedTree!
Seriously though there seems to be endless problems with SpeedTree.
some of those drawcalls could be do to you having shadows turned on?

Of course turning off shadows reduces draw calls.

Then it only has 5 drawcalls per tree, which is still ridiculous

Are there any actual fixes for this behavior when it comes to speedtree?

(This is also why i supplied a example scene)

I just quickly loaded your example project in 5.5.0f1, duped your LOD0 tree until there were 100 instances all in camera frustum - 66 batches, 1250 saved by batching. Testing with SpeedTree objects gave similar results, the numbers being slightly higher depending on how many LOD levels are visible. So try the beta release candidate or wait a week or two until they get 5.5 out :slight_smile:

teutonicus i love you long time.

After duplicating the objects myself, thousands of times… I only had 600 or so batches with over 24,000 batches saved!

Problem solved, Unity Team, keep up the good work!

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