Further Drawcall Reductions

I have used the EZgui plugs to redo the GUI for my simulator and dropped drawcalls from 120 to 79. Good show so far for a days work. Still shooting for the magic 30FPS or better. It actually runs at 790 FPS in the editor…<–=Jeesh!

I only have 6 materials but they tile differently for each group of objects. Hence why I assume I am getting uber max drawcalls. Is there a method to use one tiled texture and several different tiling mappings together? Say I have a repeat of 3 on the X times on one object and another has 2 in both axes, which means the UV’S go from 0 to beyond 1. Seems making an atlas for these textures useless as they will pick up other textures of the atlas…or will it? Any experience on this to reitrate?

On using Umbra. I have not had the most educating or practical experience with Umbra. I have one huge mesh for an arena floor and another for the arena roof. I have several dozen widgets that consist of a static pivot and a movable paddle as well as a skinned mesh character and three other object. None of the meshes is larger than 3 units except the arena. What is the correct method to go about using Umbra effectively on a scene with a large environment mesh, lots of small meshes that are static which are parents to a bunch of animated objects?

Any other methods for drawcall reduction are welcomed as well.

Thx
BTH

Everytime you offset a texture, it makes an instance of the material (so it won’t batch). You need to offset the UV’s themselves, rather than offsetting the material.

Everything that doesn’t move, should be set to ‘static’ so you get the benefits of static batching.

There’s no hard or fast rule for drawcalls but I aim for 10 for highspeed action and when the frame rate is less important, under 20 :slight_smile: