General performance tips for many Shapes
Hello,
I am trying to draw lines created and imported from a CAD software.
There are multiple 1000 of Lines, Arcs, Polylines, Splines and Text elements.
Currently I'm creating one GameObject for each (except Text) element. No immediate drawing. Build-in RenderPipeline.
Many lines have different positions but not so many different characteristics (color, thickness, style etc). Perhaps 20 different styles in total
On an example scene I'm using for tests has > 65000 lines, > 20000 arcs, > 500 splines.
Batches: 5400, Saved by batching ~75000
Anything I can try to improve this? Running quite low on high end PC
Alright, I'll check why the batches are braking. Could this be some kind of ordering issue when the lines are created? (wild guess).
Oh yes your update could really help. I often have the case of multiple lines being some kind of group but I can't use polylines as they are not necessarily connected or ordered in a "path".
Could it help to manually try to stitch groups together where this is possible?
Otherwise I'll wait for your update.
it might help, but mind that polylines can't make use of GPU instancing, so they'll be their own draw call per polyline