Static Batching costs and considerations

Hi

I’m just reading up about draw call batching in the manual:
Documentation/Manual/iphone-DrawCall-Batching.html

in the manual it says that if you mark a bunch of “if several objects shared the same geometry before static batching, then a copy of geometry will be created for each object either in the Editor or at the run-time”

So basically you are getting better render performance for more memory usage. So its probably not a good idea to batch complex objects with a large vertice count?

My question is how much would on average a object with say around 700 vertices, 500 polygons take up in memory? Also does the amount of polygons make a difference in terms of memory usage of a model?

just so I can get a rough idea of which objects I might wanna avoid static batching for and how batching will affect my memory budget.

thanks!

iPhone/iPod apps are all inherently low poly. They’re tiny.

Check out the help page about the Statistics tab, I’m pretty sure it tells you how much ram is allocated to meshes.