There has been assaulting me some doubts about how to manage better the drawcalls. Actually I am using a vast generic effect which commsumate all the possible materials but .... I have several object types that are very similar, should I have to specialize some materials for each "object type" branch for having less material state changes?, does it really affect performance so much?.
I saw that at least for DX9, the dynamic branching isnt very good carried and all the branches seems to be executed... that carried me to think about real object material specializations.
May you spare some knowledge with me?, thanks in advance.