I have created an extremely low poly level. At best, I get around 120fps. This is when I am staring at the wall. I brought up the Game Stats and it says that even looking at the wall, I am doing 241 draw calls which is insane!
I created the models in SketchUp, and imported them via the FBX format. Here are some pictures to illustrate:
This shows the diagnostic window:
This is to give you an idea of the simplicity of the level:
As you can see, there is no way there should be that many draw calls or even vertices rendered or VBOs created.
High draw calls aren’t affected by the poly count of your models, they are dictated by the amount of meshes and shaders (materials), and are multiplied if you have any light sources that cast shadows.
So I’d check to see that you are using as little meshes/shaders/light sources (With shadowing) as possible.
Is the entire scene one mesh? That could be part of the issue - Unity is great about batching draw calls for similar objects, but not when it’s a single mesh with a multi-material on it. I had a pretty big jump in performance on a set of buildings by separating by material. Ie, in your scene, one mesh would have all of the glass, one would have all of the yellow bands, one would have the gray wall, etc. Divvy it all up like that and I’m willing to bet you’ll have a significant drop in draw calls.