Thanks, OldMansBeard. On this last test (with the camera height set to 200), I assume those numbers are with the consolidation. What were the baselines? Because in situations where all the geometry is visible at once, I'd be gobsmacked if there is a decrease in FPS with consolidated models. Then again, I might not understand the numbers but I can't argue with them. With VSync turned off I know all those frames are not hitting the screen (that's determined by refresh rate on the monitor) but by the same token, I have no information that the work isn't being done so even with VSync turned off, the ratio in your observations should hold even with it turned on. Or if not, that degredation in FPS would still be present with VSync turned on.
Interestingly, hanging the splotches and fences from an 'a' node seems to pull performance down somewhat, just in itself.
I assume you do not mean hanging all splotches for a group from a single tile's a-node, but leaving them connected to the tiles they were originally on. Is that correct?
An aside: Totally separate topic, but related. What do you ascribe to the FPS slowdown in a tileset like TNO, especially when things like the sea cliffs are in use and there's a lot of "depth" to the map? With placeables like this, I've always gotten the impression that the performance of TNO, once obvious things like shadows were turned off, couldn't possibly be related to pure geometry because the placeable I link to is so much "heavier" than anything in that whole tileset or, possibly, all the tiles in that tileset, combined. I don't know how to reconcile these two things. I don't know if I mentioned it upthread, but the only other "differences" I could think of (in the case of TNO, for instance, were transparencies and TXI-deformed 32-bit textures (i.e. the water), which I know can get expensive- but I never would have assumed they'd be that expensive in typical use. Edit: Or the animesh on the water. Hrm....
And a bit of a ramble: In the last two years, I've only ever been able to find one reference to draw calls by someone who worked on NWN and that was by Trent Oster (during NWN development, back in the Interplay days) who indicated that the reason the weapon textures were consolidated into one texture was to reduce the draw calls. Specifically. But looking at official content (creatures, VFX, placeables) at some point those considerations were thrown out the window and I've always presumed it was because Bioware had locked down the camera and so only worried about keeping under-budget with things on the screen from that perspective.
Thank you so much for your data. For the last few weeks, workmen and inspectors have been coming over and that's probably going to be happening off and on until June. When I get more free time, I'm going to "Round Two" and "Round Three" this same idea with creatures and VFX and getting a grip on how consolidation works (or doesn't) with tiles is the first big step. I continue to look at this, not despite your data, but because there are differences in what the optimizations are. The experience I had with static placeables seemed to carry over to tiles and maybe that was an erroneous assumption on my part...though why, I'm still not sure of.