Ignore Dynamic Batching

Is it crazy to ignore dynamic batching on iOS. the limit of 300 polys seems low these days?

If unity would batch more vertices together every frame, you would not get any performance savings out of it.
The vertex count also depends on what mesh data you use in your shader( 900 vertex attributes in total).

I have not done extensive testing to support or disprove that fact, but even unity say on the documentation page:

  • Please note: attribute count limit might be changed in future

So maybe there could come (has come) a time to test again if 900 vertex attributes are the limit to set.

Thanks, Hopefully they will up the limit