Thanks for the assistance.
So are you referring to an overhead from all the DrawCalls? I imagine a mesh with multiple parts is going to take longer to process than tiny individual meshes, but if it is overhead that is being saved, then I guess it is worth exploring.
How should I group these meshes? Is it better to group objects that are close together, or group similar shapes that may have a lot of clear space between them? And will the auto-generated UV maps be okay with these grouped meshes?
Shadowmap, as in baked lighting? The problem is even with a small test model I am using now with 1500 parts, and a floor mesh that is 160x130 meters with light map res set to 2048, the shadows on the floor still look blocky. However, I have just discovered I can use stationary directional light, and by setting a value to Dynamic Shadow Distance Stationary Light
, I am getting dynamic shadows up close, which fall back to baked in the background. This looks promising.
The screen percentage doesn’t seem to make a lot of difference to performance on my test model. Unfortunately the CPU (a xeon with only 2.2GHz cores) isn’t keeping up, and is doing 16ms frames according ot SteamVR stats. The GTX 1080 seems to be doing alright though. End result, it runs solid at the 45fps that the VR hardware drops down to.
My small model is using 3Gb vram with baked lighting. I guess I’ll have to try a bigger model with 10k+ parts, to see how it goes. Right now I am only using simple colored materials too.