Topic sums it up really...
What is the best/quickest way to push independently transformed bitmaps to the screen?
Particularly from the perspective of, doing it in DX9, and then changing subsystems to leverage DX11 features.
For Example, perhaps using the compute stage to calculate transforms on the individual bitmaps.
Or perhaps binding a texture array to prevent state switching. (that may be a previous OGL limitation)
For those of you who don't know what this benchmark is....