#Static batching in HDRP

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mossy mist
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Does anybody know if and how I should use static batching in an HDRP project? I've heard conflicting things about it being minimally helpful in HDRP and URP because of SRP batching and GPU instancing, but it's all very unclear. Any help would be appreciated!

hollow mirage
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you don't use static batching in SRP

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it has its own SRP batcher

scenic kite
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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.

mossy mist
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Thank you!

dreamy crypt
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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.