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Question by L2GX · Apr 05, 2018 at 10:56 AM · androidrenderermeshesmobileoptimizationbatch

Any way to mitigate Batchrenderer.Flush?

I'm pushing the limits on 3D mobile (android) in the specific sense of having a lot of high-poly meshes. This seems to work well, unless I swivel my camera. While swiveling, the framerate drops and this is due to Batchrenderer.Flush. In one game, I found the culprit to be a specific 8000 vertex mesh. But in another game there's no such 'supermesh' to cause the framerate drop. Rather, it's a random distribution of many meshes that means clusters of meshes are unloaded and reloaded when they happen to be out of sight for a moment. Is there a way to mitigate this behaviour, i.e. keep all meshes loaded?

Using a OnePlus2 but don't have another device to check if it's device specific...

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