Firebird Would you please summarize in one sentence this article for the layman?
1. Modern graphics cards are limited not by number of triangles but number of batches.
2. Batch is a set of triangles drawn with the same settings, such as texture, projection matrix, luminosity, lighting, etc...
Thus 10 batches with 100000 triangles are about 30 times faster than 1000 batches with 1000 triangles.
Every time you need to change surface parameters (texture, for example), you break a batch.
How should I do the correct things? and what not to do?
Learn.
I'm not an expert in graphics at all. If you want to have true answers - you need to get systematical educational data, not a couple of sentences from different sources.
And as long as I don't have that knowledge I cannot tell you where to find it.
For example in apache cockpit better is 2 2048x2048 textures, or 8 512x512 ?or 32 256x256?
Well, ideal case is one texture per scene. 1 4096x4096 texture may be better than 2 2048x2048, even if it eats more memory.
32 textures of any size is... well... place a very bad word here.
But texture is not the only thing that breaks batches. Any change in surface attributes does.
In BMS simulator always better is one big texture than few small. What is better in eech?
That's because it's not BMS "limitation" but graphics card's one.
Another problem is that current EECH cannot draw 100000 triangles batch because of internal limitations. Yes, it may be fixed... But what's for? Objects still cannot provide those 100000 triangles in one surface.