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650+ DrawCalls, Mesh.DrawVBO
Hello everyone.
I getting 650+ draw calls and the profiler shows it's caused by Mesh.DrawVBO.
So I have 2 question:
1.What does Mesh.DrawVBO even means?
2.What can I do to reduce it?
Thanks!
Answer by whydoidoit · Apr 17, 2013 at 02:43 PM
VBO stands for Vertex Buffer Object. That's just drawing something in your scene. Presumably you have a whole bunch of objects and I can see that you have turned on shadows (which requires multiple draw calls per object).
So do one or more of the following:
Turn off shadows
Reduce the number of objects
Reduce the number of objects with multiple materials
Make objects with the same material static so that the static batcher can turn them into 1 draw call
Make mobile objects share a material to potentially benefit from dynamic batching
Combine meshes and materials yourself to lower the draw calls
You can try:
Turning off certain objects and looking at the draw call count to see which sets are costing the most
That said it's running at 200fps right? Do you need to do anything? You game code is taking 4x longer to run.
Everything is running fine on my PC, but I don't know how it will run on other platforms.
Regardless, I just wanted to expand my knowledge :)
After tasting things for a while, I think that the trees in my scene are the ones causing this issue, any idea what I can do about them?
I placed the tree within the terrain (using the brush).
Fiddle with the settings for when they switch between being impostors and being real trees.
Try to use simpler trees (trees often take more than one draw call for their leaves/bark etc)
Grass can take a lot of draw calls too (set the detail range closer to stop drawing it in the distance).
With that many draw calls and shadows on: it won't run on a mobile platform for sure.
$$anonymous$$y 27" i$$anonymous$$ac (previous model) has to run at around 1.3ms per frame rendering to get 30fps on an iPhone - but of course that's just a rule of thumb - shader performance is very different between mobile and desktop.