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Questions tagged [batching]

The tag has no usage guidance.

0
votes
1answer
13 views

Enabling / disabling Static objects in Unity

The Unity docs clearly explain that game objects marked static should not be moved for performance reasons but I can't find any info regarding enabling / disabling. Almost everything in my games ...
2
votes
1answer
139 views

Huge level size after build APK in Unity

I made maps used bunch of small objects which are mostly scenary, like part of road, buildings, obstacles. They are all lightmap static, batching static, occludee static. However after build APK, "...
0
votes
1answer
88 views

Reducing texture bindings in LibGDX when drawing text

I'm making custom menus and buttons (I don't want to use scene2D) and I have everything in atlases, but when I draw a button, if it has text, the texture binding is always x2 because of the switching ...
1
vote
0answers
16 views

2d ParticleSystem batching problem

I have multiple ParticleSystems with TextureSheetAnimation pointing to the same texture, using different offsets/rows to choose ...
1
vote
0answers
122 views

ParticleSystem, performance behind the technique on batching with different materials

I found that guide: https://thinhhb.wordpress.com/2016/03/27/unity3d-optimization-make-atlas-textures-for-particlesystem-reduce-drawcall-why-not/ which is quite clever. As far as I know, we can't ...
0
votes
1answer
109 views

SpriteRenderer batching issue, with Z-Position and Order in Layer

I have two sprites (they look the same but with different colors): I want them to be positioned like on the image above, so there's a feel like blue is standing on the green one. There are two ways ...
0
votes
2answers
284 views

OpenGL - Changing blending modes using sprite batching

I'm working on a game which uses sprite batching to render sprites efficiently where each sprite gets batched with its VBO data into a VAO every frame (containing vertex coordinates, texture data and ...
0
votes
0answers
142 views

Instantiating identical objects marked as static never batches

I'm instantiating a lot of identical objects (well into the 1,000s) that share identical attributes save for their position as part of a visualization project. Even though I'm instantiating them all ...
0
votes
1answer
66 views

Batching in Java (software rendering)

I've watched some tutorials on java game development and when they start using spritesheets all they do is get a subimage out of the spritesheet and create a new BufferedImage out of that. Does java ...
1
vote
0answers
190 views

WebGL Primitive Batching unexpected performance

I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly). I've started by ...
1
vote
2answers
195 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...
3
votes
1answer
2k views

Unity too many batches

There are 64k cubes, 64k-1 's materials are assigned to sharedMaterial of first cube. But unity is not batching them together. Only cubes themselves are batched. Static color(but different per cube) ...
6
votes
1answer
503 views

How can I reduce the draw calls in a split screen game?

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
8
votes
1answer
283 views

Optimal batching for 2D objects with transparency

I have a collection of 2d objects with transparency. Each object has a depth value to determine draw order and a material. I'm trying to batch them in an optimal way to minimize draw calls. Assume ...
1
vote
0answers
1k views

combining multiple materials into one material (Unity)

I am confused with how should I texture my character. I am using blender for modelling. And while my model is too complex I dont want to use uv map techniuqe. I can get what I need with using ...
1
vote
0answers
153 views

How does Unity Static batch handle submeshes

I have the following 2 meshes: Mesh 1 Submesh 1 - Mat 1 Submesh 2 - Mat 2 Mesh 2 Submesh 3 - Mat 1 (same as mat1 from submesh 1) Since submesh 1 ...
4
votes
1answer
1k views

submeshes and dynamic batching doesnt work as expected

I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...
0
votes
1answer
194 views

In Unity3D, what ways can I improve the batching with a single texture atlas and four-point material?

I'm building a randomized city terrain with a set of planes, custom 4 vertice square made in Blender. I've got a texture atlas working so that it draws on a single material and texture, but it's still ...
3
votes
1answer
240 views

How do OpenGL ES 2 engines typically handle automatic geometry sorting and batching?

I'm trying to write a basic OpenGL ES 2 engine that can automatically sort and batch a fairly flexible set of input draw descriptions. When I say 'draw description' I mean the actual uniforms, state,...
2
votes
1answer
976 views

How to improve Batch Rendering to work with 3D skeletal animation data

I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900 I'd like to extend it now to ...