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Up and Coming
March 16, 2015

PC: Draw calls and triangles, graphics optimization

Can someone give me a rough estimate for the recommended max number of draw calls and triangles? It's a fairly large scene with thousands of objects and I'm having some issues with performance drops and I'm trying to find the culprit.

Using 4.6 pro and targeting mid/high end PCs and laptops with dedicated GPU.
Any kind of rendering optimization tips would be greatly appreciated.
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    Up and Coming
    March 16, 2015
    There are pretty good articles on the Unity Website which apply for VR as well:

    http://docs.unity3d.com/Manual/Optimizi ... mance.html
    http://docs.unity3d.com/Manual/LightPerformance.html
    http://docs.unity3d.com/Manual/DrawCallBatching.html

    With the new Standard Shader in unity5, it's hard to give you a number for triangles and draw calls. It depends heavily on how many different textures you put into it, how many different materials you have, how many objects in your scene use realtimeGI (use baked if possible!) and so on and so forth.

    For a rough estimation, you can cut all the values in the article in half for VR, because you have to render every thing twice :).
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