I wanted to share some very basic performance numbers and get the team's 
take on these.

First, some basic info:

   - I have wmode=direct on (let's get that out of the way)
   - We have a 3952 poly character model.  We're using 8 different 
   textures/materials.  7 are 512x512, and 1 is 256x256.
   - We have 2 lights in the scene.
   - I've added a basic "clone" keyboard event handler that clones the 
   character mesh and adds the clone to the scene.
   - We're trying to simulate "unique" characters in the test.  Different 
   textures, different geometry, etc.  We are trying not to take advantage of 
   instancing, as our application eventually will have many unique characters 
   in the scene.
   - At the moment, all geometry in the scene is within the camera view. 
    Culling code is of course running, but everything is testing "in frustum".
   - Hardware: Core i7 Q740 1.73GHz with 8GB RAM.  NVidia Quadro FX 1800M 
   GPU.
   
The numbers:

*# Chars / # Polys / FPS Range*
    1  3952  52-62
    2  7904  41-47
    3  11856  38-41
    4  15508  32-34
    5  19760  27-29
    6  23712  21-27
    7  27664  21-25
    8  31616  18-22
    9  35568  17-19
   10  39520  15-18

The questions:

   1. The Mesh.clone() method - does this meet the "unique characters" 
   requirement of my test above? Is there instancing going on underneath?  It 
   looks like clones share geometry and textures, but I may not have dug deep 
   enough - the renderer itself may still create unique vertex buffers/etc for 
   this data when rendered.
   2. These numbers seem abysmal in comparison to what I've seen in some 
   blog-posted molehill performance tests.  I have not looked far under the 
   hood of these tests yet.  (a) 
   http://iflash3d.com/performance/unity3d-vs-molehill/  (b) 
   http://www.nulldesign.de/2011/03/02/molehill-demo/.
   3. Based on what you know about your own internal architecture, and 
   limitations of molehill, is there anything obvious in what i'm doing above 
   that would be causing the abysmal performance? Big textures?

Any additional thoughts would be most welcome.

-Dave

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