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Question by bpears · Jun 21, 2013 at 12:55 AM · staticbatchingstatic batchingmodular

Static batching modular city, good or bad?

So if I have a city with modular parts, occlusion culling, and each module is a prefab, would it be wise to static batch the modular pieces? This would be a higher end game. The player would usually not see all of buildings, since it would be First Person view and not usually looking up.

Lets say the scene is 500k polys worth of 5k statically batched prefabs, consisting of 10 different prefab types. Let's say I have 8GB RAM, 3GHz dual core processor. Consider at least some of this to be occluded with occlusion culling(although static prefabs will stay in RAM memory I think). Would you assume this to overwhelm the RAM or would it be doable? (Since batching is stored in RAM memory).

Trying to get a general idea of at what point, static batching should not be used.

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avatar image bpears · Jun 21, 2013 at 01:32 AM 0
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I tried to be specific so you have a good idea what I'm going for, not trying to be super technical.

avatar image whydoidoit · Jun 21, 2013 at 10:04 AM 1
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Not sure how much of it will batch - there's a 65k vertex limit on a mesh so no more than that can be grouped together. With occlusion culling and reasonably short sight lines it sounds doable.

avatar image bpears · Jun 21, 2013 at 10:16 AM 0
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thanks for reply. I would be using LOD and occlusion too. I think each of the prefabs would be under 65k grouped. I guess I'll just have to go for it and downgrade things if need be.

avatar image whydoidoit · Jun 21, 2013 at 10:17 AM 1
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Best of luck! Sounds v cool...

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