High draw calls
Large numbers of draw calls are expensive for the CPU to process, so it is important to reduce the number of draw calls, particularly those that have no visible impact on the scene.
To reduce the number of draw calls:
- Use software culling techniques to discard objects that are not visible to the camera, reducing the number of API draw calls. Techniques could include using algorithms such as bounding box intersection with the camera frustum (test if a spatial volume is visible), and portal visibility checks (test if a room is visible).
- Use object batching techniques to merge multiple objects into a single draw, reducing the number of API draw calls.
For more information about best practises for handling draw calls, refer to the following topics in the Mali GPU best practises guide: