Project: Paper2D

Something I picked up on in original “stall” question:
For 2D games, number of “draw calls” is almost never problem (unless you have one draw call per particle in a big particle system ir something.)
In 2D games, you’ll almost always start stalling on fill rate before you stall on draw calls, so if you can split your geometry into smaller total overdraw, that’s almost always a win. Especially on majority installed base hardware, like Intel HD series.