So lets say I have twenty 100 poly mesh instances. Will this render faster if I leave them all a separate mesh and let dynamic batching take care of them. Or will it render faster if I combine all these instances into a single 2,000 poly mesh?
They are all in a single clump, not spread around.
are they all sharing the same texture? How far/close do you plan on getting from the clump of meshes?
All have same material. Distances will range between 0 to 100 feet.
Basically I am curious to know, how much overhead does dynamic batching have, if any? And when do you run into it?
Is dynamic batching intended to be more like a thing where you can clump a dozen balls in a pool game into a single draw call. Or is it intended to be used as something that can batch together potentially dozens and dozens level detail meshes.
So best to avoid relying of dynamic batching…
This is one area of Unity that I think needs alot of reworking. I’ve never dealt with an engine before that required any kind of paying attention to drawcalls.