> At this point, there are now other non-CPU bottlenecks. Any method of drawing 700 entities, even basic wireframe?, even with a very high end GPU on a nearly 20 year old game, is significant, and there's no easy way for me to break past this.
I've run into this before - it _can_ be fast if your engine supports some form of mesh instances and exposes it to the user.
I've run into this before - it _can_ be fast if your engine supports some form of mesh instances and exposes it to the user.