Batches vs Tris performance
<p>We have a asset with 12k tris (A cargo container) we found a nicer looking asset at the Unity Asset store with 3.5k tris. However the physical length of the new asset is half of the old one so to keep the same level design we need two objects for each old object.</p>

<p><strong>We have static batching ticked for the objects.</strong></p>

<p>New asset vs the old stats looking at the same spot in the same scene</p>

<pre><code>tris: 800k vs 1.1m
verts 900k vs 1.4m
batches: 611 vs 490
setpass calls: 192 vs 167

Bonus
Lightmap: 150mb vs 200mb
</code></pre>

<p>So we have more batches and draw calls obviously because the larger amount of objects. Is the decrease in tri count worth increase in batch/setpass calls?</p>

<p>Our target platform is SteamVR (Desktop PC and HTC Vive / Rift) and recommended specs will be GTX 970 and mid range CPU</p>

<p>Old asset in background new asset(s) in foreground
<a href="https://i.stack.imgur.com/GMGFH.jpg"><img src="https://i.stack.imgur.com/GMGFH.jpg" alt="enter image description here"></a></p>