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Question by dorpeleg · Apr 14, 2013 at 07:16 PM · meshdrawcallsdrawdrawmeshvbo

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?

profiler+statistics

Thanks!

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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

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avatar image whydoidoit · Apr 17, 2013 at 02:44 PM 0
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That said it's running at 200fps right? Do you need to do anything? You game code is taking 4x longer to run.

avatar image dorpeleg · Apr 17, 2013 at 03:04 PM 0
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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).

avatar image whydoidoit · Apr 17, 2013 at 03:07 PM 0
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  • 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).

avatar image whydoidoit · Apr 17, 2013 at 03:07 PM 0
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With that many draw calls and shadows on: it won't run on a mobile platform for sure.

avatar image whydoidoit · Apr 17, 2013 at 03:08 PM 0
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$$anonymous$$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.

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