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The machine: all 32 words

Draw call

Also said as Batching, Instancing, Sprite atlas

One request from the game to the graphics card to draw a batch of triangles. Each one costs CPU time for setting things up, whatever the size of the thing being drawn.

A thousand small objects drawn one at a time can be far slower than one huge model. The fix is batching: put things that share a material and texture into one call.

“We are at 6,000 draw calls because each tree has its own material. Share one material and an atlas, and use GPU instancing. I want it under 1,000.”

Triangles are mostly the graphics card's work, and draw calls are mostly the CPU's. A low-poly game can still crawl if every object is its own draw call.

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