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Does mobile GPU perform shape occlusion culling?
Simple task - I have a standard unity plane which is 10x10 squares (200 triangles). The plane is scaled so that only a few triangles are visible.
When running game in Unity I see in "stats" window that all 200 triangles are put in a buffer.
The important question is: does the GPU on mobile devices (iOS, Android) draw all these triangles even if they are out of view area? Will I get a performance boost if I split this one mesh into many meshes?
Unity does have View Frustrum culling, so triangles that are not in the view are not rendered. With just 200 tris, it should be fine, unless you doing something with more that needs view frustrum culling, it might be usefull to split them up :)
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