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Tutorials

Unity Draw Call Batching: The Ultimate Guide [2020]

thegamedevguru
Friday, January 17, 2020 - 01:55
thegamedevguru's picture

Hello,

If you're planning to become a professional 3d artist, it'll enormously help you to know how your art is impacting the performance of your games. This knowledge is invaluable to companiies, as you will otherwise put extra work on game programmers.

Let me know what you think: 

Unity Draw Call Batching: https://thegamedev.guru/unity-performance/draw-call-optimization/

Attachments: 
Preview
Unity-Draw-Call-Reduction-Thumbnail.jpg Unity-Draw-Call-Reduction-Thumbnail.jpg 38.3 Kb [7 download(s)]
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LDAsh
joined 12 years 7 months ago
Saturday, January 18, 2020 - 03:43
LDAsh's picture

Nice.  I absolutely agree that all 3D artists should learn about this stuff and learn how to collaborate together to minimise batches and drawcalls throughout the project.

 

Having said that, there are plenty of things programmers can do that will make the framerate plummet also.

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LDAsh
joined 12 years 7 months ago
Sunday, November 1, 2020 - 18:00
LDAsh's picture

The more I develop and study this, the more I realise it isn't so straight-forward and there is a "knee of the curve" penalty to overdoing drawcalls:-
http://www.violae.net/temp/fps2drawcalls_kneecurve.jpg

Of course this is just a visualisation, and true metrics change based on different hardware, but basically this is what I see. We're trying to keep our maximum drawcalls around 1500-2000, where 2000 is a gameplay scene, with many characters and effects, etc. Anything over that has a significant performance penalty on the average hardware we use.

So basically, it's not a linear relationship and performance drops can certainly suddenly creep in.

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fps2drawcalls_kneecurve.jpg fps2drawcalls_kneecurve.jpg 202.9 Kb [1 download(s)]
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