I have set the model limit to 5000 but I still see errors saying the mesh buffer is full at 128. Is this a hard-cap on meshes or is there some workaround for this?
You increased the limit for models, not meshes.
Add this to the game.project
file:
[mesh]
max_count = 5000
Ah thanks, I was hoping that models would also raise the mesh count since models require more meshes in the first place.
What are the drawcalls of your project currently?
I’m just using the rendercam defaults but w/ one added predicate for drawing game sprites on top of the tiles.
Try doing
msg.post("@system:", "toggle_profile")
(I map this to F1 to toggle in our projects)
And look at what the drawcalls says on the bottom left.
Thanks, I added the code and now I am seeing the following:
I tried also increasing the resolution to 1080p but the only difference is the frame bars on the top right gain more detail/width. I don’t see drawcalls here but maybe I’m missing it?
They are at 11 so you are in good shape with your project currently.
Generally below 100 is a good target to stay under for mobile releases if you ever plan to do that.
Cool, thanks for the info. I’ll keep that in mind in case I ever get to that point with the project
This will show up as a value in game.project in the 1.2.175 release (Added missing mesh.max_count value by britzl · Pull Request #5153 · defold/defold · GitHub)