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meshdreams's avatar
8 months ago

My game is CPU bound. Static batching?

Hello fellow creators, 

I want to better understand, how this editor is working under the hood in terams of performance. It seems like my game is CPU bound constantly, maybe frustrum culling, maybe some event calls running. But my GPU in game is showing 0.0 ms, like it isn't even working. Now I'm rendering around 500 drawcalls and 150 setpasses, and I'm looking for a way to reduce this number to offload my CPU time. I've read that occlusion culling is not supported, which I took for granted unfortunately.

To more context, I have a pretty static world, except procedurally generated maps for gameplay loop. I'm scripting it by CodeBlocks, 'cause I don't have access to GenAI features and don't have much spare time to learn TypeScript right now. I keep my code event-driven. I've read documentation about how it affects CPU time, and I'll try to implement those guidelines.

My question is: Is there a way to static batch objects or instance it somehow inside editor, like in Unreal or Unity? I ask something in-editor, because I know about merging meshes and making atlas textures, but is there something to make GPU working? 🙂



Cheers!
meshdreams

 

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