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Question by gari090 · Jun 26, 2020 at 02:06 PM · androidrenderingoptimizationprofilerdrawcalls

Draw Calls are still HIGH?

I have a simple 3d maze game for the Android device.

My current draw calls are around 80-150 which is kinda bad for a phone game since I am getting <30FPS when playing on the phone.

I done almost everything to optimize ( combined all the meshes of the walls / turned on the occlusion culling / compressed all the textures / created a custom shader for the mobile that can use the Point Light since that is from my flashlight / even lowered the quality settings to low as a default / added the static batching for my walls ) and my draw calls are still high?

Is there anything else that I can do do decrease the number of draw calls?

PS: When profiling on the mobile, Device.Present is the #1 reason for my game slowing down aside from the fact that for the rendering I have a high number of draw calls

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