Browse Source

Remove outdated 2D batching note

Yordan Dolchinkov 2 months ago
parent
commit
9b20054182
1 changed files with 1 additions and 5 deletions
  1. 1 5
      tutorials/performance/gpu_optimization.rst

+ 1 - 5
tutorials/performance/gpu_optimization.rst

@@ -46,15 +46,11 @@ of these expensive state changes.
 
 
 In 2D, the costs of treating each item individually can be prohibitively high -
 In 2D, the costs of treating each item individually can be prohibitively high -
 there can easily be thousands of them on the screen. This is why 2D *batching*
 there can easily be thousands of them on the screen. This is why 2D *batching*
-is used with OpenGL-based rendering methods. Multiple similar items are grouped
+is used. Multiple similar items are grouped
 together and rendered in a batch, via a single draw call, rather than making a
 together and rendered in a batch, via a single draw call, rather than making a
 separate draw call for each item. In addition, this means state changes,
 separate draw call for each item. In addition, this means state changes,
 material and texture changes can be kept to a minimum.
 material and texture changes can be kept to a minimum.
 
 
-Vulkan-based rendering methods do not use 2D batching yet. Since draw calls are
-much cheaper with Vulkan compared to OpenGL, there is less of a need to have 2D
-batching (although it can still be beneficial in some cases).
-
 3D batching
 3D batching
 ~~~~~~~~~~~
 ~~~~~~~~~~~