charland, on 10 September 2014 - 06:28 AM, said:
Thanks for the explanation disc, I think I used a bit of both methods when I was constructing the buildings for Bellows Falls. For the very most part the building use one or two large ace files with the each side of the building in that one file but they may also include a couple of common small files to things like the chimney and foundation. I also pushed the limit for the tile by grouping several buildings all as one object until I was near 1700 polygons in the object (12 to 16 houses all as one object).
Paul :-)
Grouping to one object is good too, but the most important is to group the textures. For most of the scenery objects, it's easy to 1-1 shape-texture ratio, for frequently used ones (like trees, bushes), multple shape's textures can fit in a single 2048*2048 texture. (Even a 60k poly high detailed locomotive is possible to use 3 textures for exterior model, though one frome these textures is 4096*4096).
If you group the objects, but not the textures, the game will need the same amount of draw calls to draw them as if you didn't group them. So if you group 16 object to 1 object that use 16 textures, that will be 16 draw calls to draw it, just like if you had 16 object that use overall 16 textures. But if you group that 16 texture to one, and group the shape to 1 object, that will be 1 drawcall to draw them.
However drawcall batching (which is not yet present in OR, but probably will in the future), does the object grouping for you(while you can independently move the single objects) in realtime IF these objects using the the same textures.