Could use some help with this drawcall issue.

I have a scene (it’s pretty large) but I am using occlusion culling (built in). However I can look at a wall and have 2000+ draw calls. No clue how. I am using NGUI for the GUI and have tried disabling it and it only removed about 7 calls so it is not that. Here are pictures of the game paused so you can see the OC and the draw call numbers (second pic just has lighting turned off):

1050738--39045--$Image3.png

Does anyone have ANY idea of how this is possible!!?

No one has any idea?

well I have to ask u some question:
-how many verts have u got in this scene?
-are u using a single material?
-how many texture are u using?

You can see the vert num in the screenshot above. But since they are not all being drawn (thanks to O.C. as you can see in the above picture) how can the draw calls be so high. I would expect a couple of hundred (as I get when I look at the floor).

mmm high number of shadow caasters, try decreasing the shadow distance and is this object composed of only one mesh or more?

Each arched square is one. So three there plus that back wall is another mesh - the reality is with OC there should only be a couple hundred draw calls. I am using deferred rendering (I own PRO) with duel lightmaps and some real time shadows, but never seen anything like this before - it’s killing framerate (at around 25-40FPS ).

I will try bringing shadows in a bit.

That was it! Shadow distance was at 100 (I always run the game in fantastic setting).

Thanks!