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How many drawcalls is too many?

Messages
222
Country
us-colorado
On my current project, I'm working now on texturing my airport terminal. However, there's something that has crossed my mind, and that is how many drawcalls I should try to limit myself to. The terminal is fairly complex, and rather large, so I've had to use a lot of different textures to preserve detail. My concern is that I'm currently sitting at 14 textures for just the terminal building (and I'm expecting it to be more like 16 or 17 by the time I'd done unwrapping it), each of which is at 4K resolution (4096x4096) to take full advantage . Overall, I think my airport is between 40 and 45 drawcalls for the whole thing (of course that will increase as I continue working). I'm aware that having too many drawcalls can absolutely murderize performance, so I've done drawcall batching on everything I can, and though P3D seems to be much better at handling more drawcalls, I have the suspicion that FSX will be another story, but I haven't tested anything in FSX as of now. Anyway, my big question is, how many drawcalls is too many (for complex scenery)?
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
32,885
Country
netherlands
Hi,

I don't think it should be a big problem for a terminal that is an important part of a scenery.

For normal objects I would say always try to aim for one drawcall. But big complex obj like a terminal need more than that. But if you limit the amount of complex objects, performance should not really be hurt.
 
Messages
1,959
Country
unitedkingdom
Your terminal is SEVENTEEN 4096x4096 textures? Holy cow!
I would offer a 2048X2048 version as an alternative.
 
Messages
138
Country
france
Hi,

Seventeen 4096* texture maps sounds way too much. The main problem will be the infamous OOM error (especially if you fly there with a ressource hungry aircraft). IMHO, the huge memory load would erase the benefit of having less drawcalls ;)
 

jtanabodee

Resource contributor
Messages
3,921
Country
thailand
What I can say it is too much and the memory in the graphic card will be flood with this texture.
You have to compromise between the detail and the size of texture.
 
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