We still don't know enough of the use of the gun. For example, Unreal does not have this 300 Poly limit afaik. But for me the single bullets looks like part of the magazine. And the magazine part of the gun. So the whole asset can pretty much simply be one mesh, part of the rig. One draw call. Dynamic or not.
Coming from a software engineering background and just out of curiosity, is there still any advantage of doing so in current gen projects? Not knowing much about draw call optimizations it just seems to me that by making a separate texture for a bullet you'll be able to reuse it for free in every situation in full detail…
Except it says the exact opposite you mean? You can do dynamic batching too. Within some borders of course. And we are again at the "it depends". It is not clear if the gun is static or dynamic. What triggered me to continue here was that my answer got basically ignored. And a guessing game started what the real reason…