I am newbie to OpenGL ES (so far, I used mainly DX11). Now for my scene, I have about 100 draw calls. I can use instancing, but only about half of objects can be instanced, so draw calls count would be about 50 - 60 / frame. Every object is max. 700 triangles (I use low-poly models)
What is some kind of limit of drawcalls per scene (targeting iPhone 4 like performance devices) ? So far I am running my code via NVidia GLES (http://developer.download.nvidia.com/tegra/docs/win_es2emu_pack_v100.pdf) on Windows, but there is a lot of power from my CPU and GPU, so I can tell, how it will behave on mobile device.
Or is there a way, how to find bottleneck of my application ? I know gDebugger is for OpenGL, but with ES version it behave sometimes weird (a lot of warnings in calls I dont have in my code, so I suspect them to be from GLES layer code).
Edited by Martin Perry, 24 August 2013 - 03:45 AM.