In my own work I attempted using openGL to draw the batch, there was just no way to tell it that the new mesh needed to be part of BGE, making a subclass caused unexpected crashes.
Does any one know a way past this, or a patch to use geometry shaders that is know to work?
Malhalin if you have any of your old blend files on merging meshes I would be grateful if I can have a look at them.
SolarLune you are correct it’s not measured by hard values 250 Geoms of one polygon drops my frame rate to 40 in openGL, 64 with DirectX 10.
I take 250 as a safe value even if I could reach 300-400.
It also doesn’t matter if the mesh used in a geom is one triangle or ten thousand it drops the same amount.