Draw Call Batching (Draw Call Batching) is a technical term that is extremely important in rendering and optimizing game graphics (technical art). Optimization technology that automatically combines drawing instructions for multiple objects that share the same material or texture into one, dramatically reducing the number of communications from the CPU to the GPU.

Real-world analogy: Instead of transporting a single sheet of paper by truck thousands of times, it is more efficient to transport it as bulk cargo on one large truck

Draw call Batching is “super-efficient transportation route for delivering materials (3D models) from the distribution center (CPU) to the construction site (GPU)”. Without batching, one truck (Draw Call transmission) is sent back and forth each time to deliver one screw (one polygon), which is extremely inefficient. With batching, if the parts are the same (same material) destined for the same site, they are piled up on huge container trucks (batches) and transported all at once, completely eliminating traffic jams on highways (CPU overhead).

Draw Call Batching concept infographic diagram

Figure: Draw Call Infographic that clearly illustrates the basic processing flow and mechanism of Batching (Draw Call Batching) in Japanese notation

Detailed mechanism and operating principle

Use texture atlasing (combining multiple textures into one) to unify materials, and enable static batching (Static Batching), dynamic batching (Dynamic Batching), and GPU Instancing to consolidate instructions.