>>365453925
>Map makers should aim for like 2-4 PBR materials
Agreeing massively here. This is the biggest hiccup for performance as you say about the cost of drawcalls. Which is why we take extra care of doing pic related to Atlas the static part of the whole map as possible. 4 materials for all the non moving meshes is so good on frames.

Too many diffirent Reflection probes also hinders as they break up batching. Can only batch things using the same reflection probes.

Didn’t know about the skybox and postprocessing affecting signifivantly before this book. But I guess different settings on it affect perf differently. Bloom and DOF being the biggest hogs.

Unity released this book recently and it’s a pleasure to read if you haven’t yet.
The balance between visual fidelity and performance is always a tough one once you get to the edge cases of optimization.

https://resources.unity.com/games/performance-optimization-e-book-console-pc?utm_source=twitter&utm_medium=social&utm_campaign=engine_global_ebook_2021-12-17_optimization-tips-ebook-20221222