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by IshKebab 3068 days ago
I wouldn't be so sure. A single draw call is surprisingly slow. If you drew each glyph with one draw call that could be hundreds which will definitely cause slowness.
1 comments

"hundreds" is actually what I meant by insignificant to a modern driver.

For example: https://images.anandtech.com/graphs/graph11223/86100.png

Granted that's a 1060 but since we're looking at driver CPU overhead that shouldn't matter much. So 2.3 million draw calls per second in DX11 single threaded.

It's not until you start getting into the 10k+ draw calls a frame that you are putting your 60fps at risk.

It's often worth the work to avoid this anyway, after all faster is better if you're an engine/renderer, but it takes a lot for it to be an actual _problem_

Yeah, so 2 million, cut that down by 10 for integrated graphics. Then you need 60 fps, that brings it down to 3000. If you're just doing empty draw calls and nothing else. Throw in WebGL and hundreds is really significant.