To Hell And Batch

Quick question.

I need to make many instances of a prefab on screen.

I need to dynamically batch them to reduce draw calls.

The 900 vert limit is means they aesthetic quality is poor.

Is there much performance impact for IOS if I split the object into two meshes each within the 900 vert limit, sharing a material so they are still dynamically batched?

Thanks!
J

I’d just test it out both ways, that will be the best way for you to know for sure!

i tested it. it does not work not well on lower end devices

Which way?

batching single mesh < 900 vert objs work great for all device. But for the current project im working on for iphone 5 its too slow to use the split-mesh-then-batch technique. i think its just too many tris for the device. so basically you can increase tris and have them batch with the technique but its too many tris anyway.

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How many verts are you talking here? What FPS are you shooting for?