too many draw calls/batches for such a small scene ?

Hello , im kinda new to unity, we´re working on a little somthing with a friend and i just finished some assets , its just some 3d cards that i made and put a really simple scene on unity to test everything but i noticed that the batches and draw calls are really high , vertex count its showing 0 and vram its 2gb of usage for just 1 asset reapeating 25 times ? . Just in case my asset has 800 polys , and its just 1 material because i baked an atlas. i´ll leave a couple of screenshots for more info i hope someone can guide me towards what im doing wrong. Thanks in advance !

I’m not a programmer but somewhat like that:
25 objects with single material on each one = 25 drawcalls
3 shadow casting light sources x 25 objects = 75 shadow pass drawcalls.
1 plane object for background - 1 draw call + 3 drawcalls for 3 shadow casting light sources
Summary it’s 104 drawcalls now, but final scrore is x 2 - 208… hmmm, something else at work but this is out of my experience… volumetric fog stuff maybe?

VRAM 2GB in empty scene - tweak HDRP profiles (section were reflection probes amount set - HDRP reserves VRAM for those probes, by default it’s 64 probes with 256x256 resolution - around 256MB of VRAM consumption even if there is no actual reflection probes in scene at all or only couple of them). Also check shadowmaps resolution & texture format - they’re always uncompressed and there are a lot of them in your scene, so 32bit whadowmaps with high enough resolution can easily eat 2GB VRAM … volumetric fog, if enabled, also may hit heavy on performance and VRAM*?*, while giving barely visible effect without dense enough fog setup…

thanks ! for the general direction to were to look at , so its kinda normal behavior in hdrp , i have to tweak the profile .

If you are interested in what unity is doing and whey it rendes the stuff it does take a look at the Frame Debugger (Window > Analysis > Frame Debugger)