DX12 Draw call performance

Hello,

I’m currently building a game which requires around 7000 draw calls on average. It is not polygon intensive but it will be draw call intensive due to character customization.

I can reduce draw calls by building a very complex system but it will increase complexity and increase the cost of the project quite a bit.

Ideally I would like to keep 7000 draw calls and just let my customers know that they will require a dx12 gfx card.

Could somebody confirm that UE4 implementation of DX12 improves the draw call performance considerably compared to DX11? Or that at least it plans to improve it by at least 2021.

I’ll test this soon as well but it would be great if some UE4 developer on render-side would chime-in.