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Performance

GPU

Fewer draw calls, fewer overdrawn pixels.

Interactive visual
01 · core

Draw Calls

draw a thousand things in one request

Each mesh costs the CPU a draw call plus state changes. Instancing and batching turn thousands of identical objects into one call; track renderer.info.

Interactive visual
02 · common

Overdraw

every layer on a pixel is paid for again

Overdraw is shading the same pixel more than once. Stacked transparent particles and big quads multiply fill cost; trim sprites and limit layers.

Interactive visual
03 · common

Texture Atlas

many images, one texture, one material

Pack many sprites into one texture and address each by its UV rectangle, so objects share a material and batch into few draw calls. Pad to stop bleeding.