Many material slots = Many drawcalls = Low FPS?

Hi Luos,

many thanks for your detailed answer. Phew… I really didn’t know that the entire mesh will be drawn for each single material (slot)… That explains the performance issues - especially in VR.

Ok, I’ll try to group some materials together. If only 3DS Max had a less crappy material editor…

But could you please clarify this for me once more: If I had 63 materials slot with the same material applied to every one of them, the mesh still would be drawn 63 times?