Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by env_warby · Dec 02, 2013 at 08:17 PM · performancedrawcallssortingoverhead

Will unity sort Drawcalls to reduce overhead ?

Okay I am operating under this assumption:

Scenario 1) If I have 2 drawcalls (object A and object B) and both are as different as they could possibly be:

different mesh different material different shader different texture maps

the overhead between these 2 objects is going to be larger than:

Scenario 2) If I had 2 drawcalls (object A and object B which is an instance/dublication of the object A prefab) which are identical:

same mesh same material same shader same texture maps

Scenario 2 is faster than scenario 1 because the graphics card doesnt need to swap out anything!

Now what I am wondering is if I had 1000 unbatched identical trees in my scene (never mind the transparency its an opaque tree trunk only) and 1000 unbatched identical rocks,

If unity rendered all 1000 trees and than all 1000 rocks that would be 2000 drawcalls that would get processed significantly faster than: if unity rendered them mixed like this:

tree,rock,tree,rock,tree,rock,tree,rock,tree,rock,tree,rock,tree,rock, and so on ... correct ?

If that is the case I would like to know if unity does any kind of internal sorting to make sure that all objects with the same material get rendered right after each other (once again I am not talking about batching !) or weather the scene hierarchy dictates the order ?! could I optimize stuff by grouping objects of the same material etc together under one transform? and how does view frustum culling factor into this ?!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Performance of float.CompareTo 1 Answer

Is there anyway to get Unity GUI to cache an image? 1 Answer

Can an animated object become static again? 1 Answer

How to optimize with a lot of objects 0 Answers

Strategys for reducing draw calls 3 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges