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I am not sure I understand the full concept in all its details (although I carefully listened to Arno's conference on this very topic last year over the internet).
Are drawcalls batched for all instances of a single scenery object, whatever their respective position in the scene? Or only for objetcs having the very same scale/heading/pitch/bank?
Something is evident to me:
1- Say I do create an area full of 1000 times the same object (1000 instances of the same one, scale/heading etc as said above). And I fly by over my scene and look.
2- Now I create the same area full of 1000 times this object, but now with different headings for instance (Whisplacer is very useful to handle this way of filling). And I fly over and look.
Obviously, my first flight is clean and easy, buttersmooth, when my second flight will be more difficult (some stutters, lags etc).
So it is evident to me that drawing 1000 times the very same object is easier for the sim than displaying 1000 instances of the same object but with different headings.
Can I conclude that drawcall batching applies only to "cloned" objects and not to objects with different positions?
In other words, if I include here and there in my scene multiple instances of a single MDL (with different positions: heading/pitch/banking) will it have a bad impact on scenery fluidity?
Are drawcalls batched for all instances of a single scenery object, whatever their respective position in the scene? Or only for objetcs having the very same scale/heading/pitch/bank?
Something is evident to me:
1- Say I do create an area full of 1000 times the same object (1000 instances of the same one, scale/heading etc as said above). And I fly by over my scene and look.
2- Now I create the same area full of 1000 times this object, but now with different headings for instance (Whisplacer is very useful to handle this way of filling). And I fly over and look.
Obviously, my first flight is clean and easy, buttersmooth, when my second flight will be more difficult (some stutters, lags etc).
So it is evident to me that drawing 1000 times the very same object is easier for the sim than displaying 1000 instances of the same object but with different headings.
Can I conclude that drawcall batching applies only to "cloned" objects and not to objects with different positions?
In other words, if I include here and there in my scene multiple instances of a single MDL (with different positions: heading/pitch/banking) will it have a bad impact on scenery fluidity?








