I just wanted to get some clarification on how RenderFidelity set to “Performance” works with draw calls. Since the mesh gets streamed into multiple simplified versions by auto adjusting based on distance… does each LOD model add draw calls? Performance RenderFidelity seems to really help with triangles, but with draw calls being the primary issue in my game, it is important to prioritize reducing those over triangles. Does Roblox do some things to eliminate this from being an issue?
Would it be better for performance to set RenderFidelity to performance, or keep it at automatic?
Thanks!
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Yes, each LOD model adds draw calls.
However it does optimize this process to some degree. It tries to minimize the overhead caused by switching LODs, but multiple LODs still potentially add extra draw calls, depending on how the object is viewed and how many LOD levels are used.
It tries to be efficient with how it handles LODs and reduces unnecessary swaps between LOD models when it can. However, it’s still true that if you have a model with multiple LODs, it can lead to more draw calls because the engine is switching between these models based on camera distance.
If your main concern is draw calls, It’ll be better to keep RenderFidelity set to Automatic. This balances the need for geometry simplification with performance optimizations (ex, striking a balance) and could reduce the number of draw calls more effectively
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Thanks for your help! I really appreciate it