Hello folks,
I've been involved in making my first game, an FPS, for the iPad. We recently added the terrain for the first level and the performance was not so good. In looking at all the ways to optimize there are two somewhat conflicting techniques that come up very often; combine meshes with identical materials to reduce draw calls, and set your scenes up to take advantage of occlusion culling. The latter suggests breaking things up. There is likely a good balance between the two and automatic batching is in the equation as well. On the extremes you either put every triangle into separate game objects to take maximum advantage of culling. On the other end, you put everything into one game object to reduce draws. It seems apparent that occlusion culling is more important than reducing draw calls up to a point. Does anyone have any advice on how to balance these two technique to maximize performance? Does auto batching mean I can really just concentrate on culling?