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There's a lot that happens behind the scenes of a modern graphics API. For example, issuing a draw call may cause the driver to incur a flush of accumulated state changes, patch an existing shader, or even trigger a shader re-compile. Cutting down on what happens behind the scenes will allow developers to issue more draw calls within the same time and put more objects on the screen.

DirectX 9 had a similar problem of expensive draw calls but it was compounded by drivers living in kernel-space requiring an expensive context switch when draw calls were issued.




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