from what I understand the idea of static geometry is that all the transformations are pre-calculated on init and the entities are rendered in batches based on common materials.
in my project most of the level is static geometry. recently I added mesh based LOD and here's the weird part - I think I got less FPS with the LOD optimization
is there a chance that maybe LOD optimization somehow break the batches and make it less efficient, or that mesh LOD somehow collide with static geometry optimization?
PS. by LOD optimization I mean of the mesh only, the materials are the same so there should not be any extra materials swapping, which I know is costy.
thanks!