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The Performance Explorer in Rec Room studio appears to be doing the naive calculation for draw calls where it just adds up unique materials on unique meshes.

enter image description here

In the above image, all of the meshes with the highest number of draw calls are marked as static.

I migrated the scene containing those objects to a fresh unity project without Rec Room studio and launched the frame debugger. The image below shows the number of draw calls (353) used to render the entire scene. As you can see, static batching is pulling some serious weight, which we were relying on in authoring these assets- they were always meant to be static.

enter image description here

Are the number of draw calls reported in the Rec Room Studio Performance Explorer considering static batching at all? Is this only meant to show worst case scenario for draw calls? Or is this indicating that Rec Room does not support static batching?

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  • \$\begingroup\$ Questions about possible bugs in third-party assets rarely get answered. You're best off contacting the company that makes Rec Room Studio. \$\endgroup\$
    – Kevin
    Mar 19 at 1:11
  • \$\begingroup\$ @Kevin I've cross posted it to their discord server and they'll answer it here once they reply, that way everyone can have access to the information. \$\endgroup\$
    – Echoleta
    Mar 19 at 3:13

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