I’m just trying to understand why the draw calls seem so high in this seemingly sparsely populated screen. Is it simply because there are more overlapping alpha mapped polys on screen than appears to be?
Cheers
Boxy
I’m just trying to understand why the draw calls seem so high in this seemingly sparsely populated screen. Is it simply because there are more overlapping alpha mapped polys on screen than appears to be?
Cheers
Boxy
First, if the water there is reflective+refractive, then that increases draw call count by almost 3x (render refraction, render reflection, render main view). In Island demo we extended the water script so it uses much lower terrain detail settings for reflection refraction (e.g. stop drawing grass sooner, stop drawing trees sooner, …).
The other issue might be that currently terrain engine does not do occlusion culling. So if you have a dense forest behind the hill but still in the view frustum, it will be rendered. Most likely the graphics card will discard the pixels of that forest really fast, but the draw call will be made.
Ah right, thank you so much that makes things clearer. I’ll try a non reflective/refractive water just to see the difference and yes there are quite a lot of bushes over that hill.
Thanks Aras
Boxy
n Island demo we extended the water script
This is great, cut my draw calls in half. Easily filtering by layer is awesome, too.