I’m seeing the following problem in my project:
I’m combining multiple meshes together in order to improve performance. That in fact reduces draw calls and improves FPS but if the mesh has multiple submeshes then the stats panel shows double number of vertices (but the correct number of tris).
If I use OptimizeReorderVertexBuffer, the problem goes away but the method has a relatively high performance overhead.
So I would like to understand what causes the doubled number of vertices in the stats window and is there anything else I can do in how I combine meshes to prevent this from happening.
My suspicion is that Unity (and the GPU) prefers submeshes to be contiguous areas in the vertex buffer. Is that correct? Does anyone have real-world experience in how much that affects performance?
Also am I right assuming that the stats window reports “Verts” as the total size of vertex buffers and not the number of actually rendered buffers / references in the index buffers?
For the record: This is with shadows and depth buffer disabled, so there isn’t anything that would inflate the stats (and if it did it would also inflate the number of tris).