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Question by RLin · Jul 29, 2015 at 04:10 PM · meshmobilebatchingdrawcallsdynamic batching

How performance heavy is dynamic batching?

I am developing a racing game for mobile. Each car has a dynamic damage system, and thus the body is made of many meshes (ie. front/rear bumper, hood, trunk, etc.). Because the batching requirements are met, all of the car's parts are batches into a single drawcall. How performance heavy is batching vs. having the mesh be a single object in the first place?

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