Is UE5 really doing away with Draw calls?

In the reveal it was mentioned that developers would not need to worry about polycounts or draw calls.

It’s not doing away with them, just managing them better.

Is there any way i can read about how you guys are doing this? To what extent are they managed better? Would an artist really not have to worry about them for the most part?

I don’t work for Epic, but what I would guess is that they’re using some kind of batching system that combines objects into fewer draw calls, they’ve already been doing stuff like that for UE4.

Since 4.22 they started to refactor the mesh drawing pipeline, and that allows dynamic instancing that’s restricted to the static workflow at the moment Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22 | GDC 2019 | Unreal Engine - YouTube.

I wonder how much of that they’ve used for UE5.