However you can bog down even 8086k with about 3000 drawcalls, because not each call is equal, you can put lot of heavy calls using many textures and low amount of polygons for each separate object, or you can combine some objects and textures as well as use game engine's batching of meshes to your advantage like in case of JRI.Ĭase of WCUSA is showing very well how game engine's batching abilities were not possible to utilize more, so to help CPU to chew stuff for GPU, larger objects were used as modern GPUs can chew 10 000 000 polys just fine, yet CPUs are still at same what there was 5 years ago. Now this is more generic stuff than any specific reply to anyone. is that engine can put only about 3000-4000 drawcalls out on most machines and you have to fit everything on sight to that. Click to expand.You can go around of that problem, but then amount of ram is another thing, editor keeps crashing a lot with 16GB ram and when putting more than 60 000 or so objects on map.