So I understand that UE can handle heaps of polies and that’s fine, and in the example of a top down adventure game I am using a tile system so that anything outside the camera frustum is culled pretty aggressively. But I saw an article outlining how separate meshes have a single drawcall each, and if I was to join my tile meshes then I would have the advantage of less drawcalls, with the tradeoff that more verts would be in memory even if they would otherwise be culled. On a lemon device, should I be turning the knob all the way in favour of minimum drawcalls, or aggressive mesh culling in this instance?
Or am I better off scrapping the tiling meshes idea and throw it all in on landscape instead? I understand landscape is optimized for lodding but if my game is top down then I really don’t care about any landscape tiles further out than the camera view, and that seems like a waste of memory.
In terms of profiling, I haven’t got far enough yet to really crank the settings and see what causes chugging but I’m looking forward to it - thanks for the tip on unloading AI’s - that’s the kind of info I’m looking for as well!