So before I go down this road I was wondering if anyone has seen any performance advantages to going with an SPS for multiMaterial Mesh instances.
Currently in my scene I have a bunch of GLBs come in which get MergeMeshed with subMaterials and then when instances of them are made I add them to the mirrors’ renderlist.
Now I have noticed because I am using multiMaterials I dont really save on any draw calls which means with the two reflection textures processing and the scene at 200+ drawcalls that becomes what 200 times 3? So my FPS just tanks.
Setting the reflections to update only once every 2 frames, which helps a little but I really need to get these draw-calls down.
So before I bite the bullet and convert my asset system to an SPS system will I see a performance gain with the reflections?
I assume passing a single drawcall to the reflection texture will be way way more efficient, but maybe there is something I am not thinking about.
Freezing all active meshes then adding the reflections back to the custom render list helps a little bit, but it seems like because they have a render list with like 14 items and those items have like 6-12 sub meshes as soon as I process the reflections again I see a huge tank in performance.
Basically need to get that FrameTotal down.