I have a situation where I have loads of high-resolution bushes.
The issue is, these bushes are far too high detail and thus cause performance issues (partly because of shadows). A smooth solution to this would possibly be mipmaps, allowing the bushes to become lower resolution when further away from the camera. However, this did not work as anticipated.
Scene with mipmaps (as you can see the sprites further away are blurry):
This is the performance difference.
With mipmaps
Without mipmaps
Why is there no performance increase?
Your mipmaps are not the solution for your performance issue. They only reduce the texture resolution of the objects further away. The performance difference is there, but it is not what you expected.
737 Batches is alot of draw calls batched together.
To reduce the draw calls and to gain the desired performance boost you have several options:
To understand the difference between draw calls and batches, read this:
Very informative forum post on polycount where Joe Wilson shares some knowledge. Worth a read: https://polycount.com/discussion/206507/the-cost-of-a-texture-draw-call-quantity-vs-resolution