Large level performance

I’m working on a new game that has a large level, about 4 by 6 street blocks. The buildings, streets and signs are all on one material 1024x1024 so I was going to combine the mesh together and use 1 material so it only uses 1 draw call.

I’m still a little worried that its a big level with lots of buildings. What would you guys recommend for better performance due to the large model. The buildings themselves are pretty low poly, but the user isn’t going to be looking at all of them at one time.

I can break it up into separate mesh’s and only enable the models in front of the users camera, but then I increase my draw calls.

Should I even worry about it?

You definitely want to break it up. Effective culling will more than make up the extra overhead for a few more draw calls. This is especially true if you are in a dense city with lots of building that occlude large portions of the scene.

If you don’t have Pro, then there are a few culling options on the asset store you should definitely look into.