Too many drawcells?

hey, I’ve already searched and can’t quite find an answer to my question. In some individuals projects they get a much lower draw cell count than I do, so I’m wondering why I am getting such a high readout. I’m worried to continue my map if this is a problem, heres a screen shot to help you guys figure this out

the screenshot indicates a rather massive view range … keep in mind that everything in view range in front of the camera is drawn independent on if you see it or not … especially the detail object range and the mesh tree range on the terrain easily can balloon it up (the fade range on the terrain tree configuration has a significant impact here as well as does pixel error on terrain)

what can I do to reduce the amount by a lot? did I do something wrong modeling this place?

no likely you didn’t do something wrong.
you must write a scene manager that disables what you don’t see, reduce the detail object range on terrain, raise the terrain error to 5+, reduce the amount of mesh trees and set the rade range for mesh trees to 0 and you would need a PVS system like Umbra in Unity pro to get rid of stuff thats rendered but actually not even visible because something sits in front of it from your current position

in the case above, the grass definitely has an impact.

alright, well I’m still pretty new to this system, so where would I begin if I were to try what you suggested? thanks for the help by the way

The problem in your example screenshot is probably due to either the amount of grass and terrain junk that you’ve got going on, or that windmill model from the Unity 3 betas. How many materials are on it? Having multiple materials on an object is going to send your draw calls (not cells) through the roof. Either that, or your terrain is using a crazy resolution.

Here’s a simple and obvious way to find out what’s going on - position the camera to somewhere where you see a huge amount of draw calls, then drag out the Game view into its own window. Now go back to the scene view and start hiding or deleting objects until you find out what’s causing so many calls or contains the most triangles. If you do this while the game is running, any items you delete will pop back into the game when you stop it running.

If you’re using models and assets taken from a tech demo or some random website, then probably no effort has been made to optimise them for real-time use, so maybe that pumpkin in the foreground has 50k polygons or the windmill has 6 materials on it or something. Maybe you have a really high draw distance on the camera, or too many image effects.

You can also turn on overdraw mode (the combo box that has RGB in it now) and it’ll help you get an idea of how much pixel drawing you’re doing that’s not visible. Start running the game, and if you see the overdraw mode get brighter, then there might be a bug with the static batching (I ran into one yesterday where having multiple mats but not multiple triangle sets on the mesh redrew all static objects multiple times when run).

Alright, well I shut off my entire village scene, and i’m still hit with the same amount of draw calls, this is strange. I changed the resolution on all my textures also so that couldn’t be the problem as that didn’t change anything either.

texture resolution has no impact on drawcall

number of drawcalls = number of meshes in front of the camera within the near clip and far clip range * number of materials they use + terrain draw calls for detail objects, trees and its chunks + X

with X being additional drawcalls caused by fallbacks that end on multipass or dynamic light / shadow fallbacks.

Alright, so I removed every ounce of object that i’ve placed in the scene and that only effected maybe on average 100 drawcalls added to my large amount. So I put the objects back and removed the terrain, apparently THAT was the cause? is it because of the amount and height of my hills?

As mentioned in the original posting:

1 Fading distance of trees will have a major impact
2 Max tree number will have an impact
3 Terrain Error will have an impact
4 detail object number will have an impact
5 detail object range will have an impact

1 and 3 can easily change the drawcalls by a factor of 2-3x especially with a higher mesh tree number and 4-5 can hit you pretty much too

you can select the terrain and then go into its ocnfigurations (on the terrain infos button most right) and toy with the values mentioned above while in game mode and watch the stats

thanks everyone, I think i’ve got it under control now! and nice name dreamora :slight_smile: little elder scrolls shout out?

had my nick years before bethesteda even first mentioned the existence of morrowind 3 :slight_smile:

and glad to hear you got forward handling and opting it :slight_smile:

(bow)