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Mar 2, 2011 at 12:46 comment added Will Yes, and their slides ask the audience how you can avoid state changes, and hint to other people's GDC talks, for example collaging textures into a single large texture and so on. But the unit is the batch, not the state change.
Mar 2, 2011 at 9:26 comment added SmoCoder The number of batches is directly related to the number of state changes though: Once you change state you have to start a new batch.
Mar 2, 2011 at 7:59 comment added Will Yeah, he does point out that 300 batches of 2 triangles is like 1500x from the potential throughput of some arbitrary card. The numbers will all of course move upwards and onwards with Moores law, but still.
Mar 1, 2011 at 19:19 comment added Sion Sheevok I'd read that article, but he seems to act as if there were no relation between the number of batches and the size of batches. If I have 300 objects, I can have between 1 batch of 300 and 300 batches of 1. The fewer batches, the better. Between each batch is a set of state changes. I'll give it a reread while I'm at it, but state changes are still a heavy expense.
Mar 1, 2011 at 10:39 history answered Will CC BY-SA 2.5