Reducing Draw Calls By 75% Will.....

Hi Guys,
Sorry for asking, but I have 4 1024 textures I am considering putting all onto a single 2048. I am wondering, I know the benefit is less drawcalls. The memory consumption is the same, considering all at same setting. My game runs fine, the only thing preventing me from applying this is having to reset each o the textures UVs manually.

So, if I could reduce my material use by 75% (keeping in mind, I only use 20 materials, and the game does run fine) how much of a benefit is this? Should I only be concerned if the game is struggling with draw calls? Are there other benefits?

Again, sorry for asking, I just want to put the final knife in the beast that is draw calls etc, for my own benefit.

Cheers.

If the DrawCalls are causing noticeable overhead on the CPU and are causing your game to be slow then yes it could help. Less materials also means better performance. However, if your game is already running at 60fps on the targeted device, optimizing it further, doesn’t really serve a purpose.

You should profile your game, locate where the bottlenecks are and choose what to optimize based on that until your game runs at 60fps on the weakest device you want it to run.

https://docs.unity3d.com/Documentation/Manual/DrawCallBatching.html

https://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

I would love to profile it, but I am running basic. I think I need pro for that, right?

Yeah unfortunately its pro.

There are some solutions on the asset store for free users and though they won’t be on the same level* as the native pro solution, they might help you identify some problem areas. * They are more suited towards script profiling as far as I know.

Search the asset store there are a few of them. I have not tried any myself though, so I can’t really recommend which one to pick.

Cooling.
I was just checking to see if some significant difference might be seen, but as I say, it is running fine. Just cleaning up everything today and it was something I noticed.

Thanks.

use stats window. 20 draw calls is nothing even on a 2008 mobile.

Sweet.
I am rolling at 14.

On a related note… Just to satisfy my own curiosity, if I have material X in scene, at start, then swap out any object material that uses materialX, so no object in scene now has materialX, is materialX and its texture still in ram memory?