#Static batching in HDRP
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The way static batching works is basically merging meshes that share the same material into one big mesh. This allows reducing the number of draw calls, making it easier on the cpu(and to some small degree on GPU, though it might introduce overdraw instead).
Srp batcher on the other hand, reuses state of similar materials, reducing the setup time on the cpu side. The overhead of setting individual meshes at that point is minimal.
Thank you!
It's funny how much of a requirement it was in built-in, but yeah a lot of these hybrid batching approaches are obsolete now with SRPs.