Re: It is, what it is.
Detail isn't the issue, not if they are part of the same mesh - in fact, this would serve BRiT's point more. The batch overhead issue is about the amount of cycles wasted just processing more individual objects - the smaller the object is the more overhead there is in processing those objects, so the issue occurs when you have lots of small "batches" of objects - you can end up wasting more time switching between the objects than you are processing them on the vertex shader.
pat777 said:Add more 3x more detail to those models and watch those framerates fall.
Detail isn't the issue, not if they are part of the same mesh - in fact, this would serve BRiT's point more. The batch overhead issue is about the amount of cycles wasted just processing more individual objects - the smaller the object is the more overhead there is in processing those objects, so the issue occurs when you have lots of small "batches" of objects - you can end up wasting more time switching between the objects than you are processing them on the vertex shader.