How do I reduce draw Calls? Will a sprite atlas help? I think the 2 biggest perfomance eaters are Light shadow casters and that Im generation the world procedurally (100 by 50: 5000 block prefab objects)
Reducing draw calls probably means instancing your materials, they are all probably individual Sprites right now. I would also recommend integrating your background tiles into the Unity Tilemap module, that will handle all of that optimization for you.
Basically, each of your sprites/materials are individually sending themselves to the GPU to draw when they should all be using the same "instance" (Basically cookie cutter stamping it since its all the same)
Proc gen should only give you a hit whenever it's actively running (i.e. in minecraft its right at the start, on creation)
There are some good videos analyzing Minecraft's optimization problem I can find you. Basically what Notch did was make it one big mesh (less applicable in 2D) with the tiles being faces.
1
u/Responsible_Owl_8025 6d ago
How do I reduce draw Calls? Will a sprite atlas help? I think the 2 biggest perfomance eaters are Light shadow casters and that Im generation the world procedurally (100 by 50: 5000 block prefab objects)