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The SDL3 library that is popular with cross-platform games for abstracting various software/hardware features has implemented render batching for its built-in rendering API. This render batching is successfully wired up now for Direct3D 11/12, Apple Metal, and Vulkan APIs for more efficient graphics rendering.

Render batching is important for lowering CPU overhead and increasing overall efficiency by allowing multiple calls to be combined into a single draw call on the GPU. When dealing with the same material this can lead to a significant performance improvement – for those using SDL’s render interface.

For over two years has been a bug report noting SDL’…

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