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too much draw calls ?

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hi all, a way to render a scene is to group triangles by material and perform a Draw Call for each material. But I suppose in a modern AAA game there are hundreds of materials => hundreds of draw calls Is this approach still used ? To speed up the rendering process, you can use texture atlas. Is this approach used nowadays ? If not, how do they manage to render hundreds of different materials ? thanks ;)

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"Hundreds" may or may not be "too many" draw calls. It depends on what hardware/API Version/OS you're targeting, and how much CPU time you're budgeting for your rendering. You should really profile with PerfHUD or PerfStudio and look at how much driver time you have. I would suspect that on a decent CPU a few hundred draw calls won't be a problem at all.

If you do need to reduce draw calls, a texture atlas is still a valid technique for D3D9. For D3D10 and above you have texture arrays, which are a much more elegant solution to the problem.

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