Should You Continue Reducing Draw Calls When Batches and Rendering Time Remain Low in a URP Scene?
In a URP project's city scene, Draw Calls reach 700–900 while Batches remain at 240–260, and rendering time does not increase significantly. Should Draw Calls still be reduced?
Reducing Draw Calls does not need to be the primary optimization priority at this stage. With the SRP Batcher enabled, Unity can reduce the CPU overhead associated with preparing and submitting Draw Calls for materials that use the same Shader variant. It does not necessarily reduce the number of Draw Calls directly. Therefore, a scene can have a relatively high Draw Call count while maintaining low CPU side rendering overhead. The GameOptim GOT Online report shows that the current scene has 700–900 Draw Calls and 240–260 Batches , while rendering time does not increase significantly. This indicates that these draw submissions have not yet created significant CPU side rendering pressure. Reducing Draw Calls alone may not deliver a substantial frame rate improvement in this situation. https://uwa overseas public.oss us east 1.aliyuncs.com/uploads/markdown/2ad0d2d4 4748 460d 8ef9 90d4c85c4dcb.png https://uwa overseas public.oss us east 1.aliyuncs.com/uploads/markdown/1729415c bea0 4994 8921 edba8cfe8f37.png However, rendering time primarily reflects CPU side rendering overhead. It does not rule out GPU side performance pressure. Use the same device, camera view, and scene as a baseline, and focus on the following changes: Batches and rendering time increase together. This indicates that CPU side batch preparation and submission overhead may be increasing. Use Frame Debugger to check the SRP Batcher status and identify why new batches are being generated. Pay particular attention to Shader variant or keyword changes, differences between rendering Passes, and whether the Shaders used by the materials are compatible with the SRP Batcher. GPU Clocks increase significantly or remain elevated. This suggests that the performance pressure may be on the GPU side. Further investigation should focus on Overdraw, Shader complexity, vertex count, and the screen coverage of transparent objects, particles, and post processing effects. Only Draw Calls increase while the other metrics remain largely stable. There is no immediate need to optimize Draw Calls in isolation. Continue monitoring whether Batches, rendering time, and GPU Clocks also change as more content is added to the scene. Therefore, there is no need to optimize solely to reduce the Draw Call count at this stage . If Draw Calls and Batches continue to increase and rendering time rises significantly, use Frame Debugger to identify the causes of batching interruptions and CPU side submission overhead. If the relevant timing metrics remain stable, continue monitoring rather than optimizing Draw Calls unnecessarily.