Is it impossible to keep Draw Calls low?

Thanks a lot guys!

The 100k number also surprised me! I was getting itchy about having a thousand.

It’s still very absurd to me that Unity is so far ahead of Unreal as far as optimizing draw calls goes - it’s been the opposite for just about everything else, haha. Super curious as to why they’d differ so much.

Taking the opportunity to expand the topic, let me ask another question:

Do draw calls affect both CPU and GPU frame times? Technically it’s something done in the CPU in order to pass information to the GPU, so I always assumed it was strictly CPU overhead. But having recently watched An In-Depth look at Real-Time Rendering, I got the impression that it directly impacts the GPU frame time. If it does, the whole approach really changes for me… we could call 10k draw calls “fine”, but if that adds 1ms of overhead to the GPU frame time, that’s a big problem for me haha. Or is it the case that, as long as my game is strongly GPU bound, I could and should completely ignore the draw call count?

Thanks!