Learn English vocabulary for game performance optimization: draw calls, batching, LOD, occlusion culling, GPU instancing, and profiling tools.
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In game rendering, a 'draw call' is:
Each draw call has CPU overhead (state setting, validation, API call). A scene with 2,000 separate objects can have 2,000 draw calls per frame, overwhelming the CPU. Reducing draw calls is a primary optimization goal.
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'Static batching' in Unity/Unreal combines multiple meshes to reduce draw calls. The trade-off is:
Static batching merges immovable objects into one large mesh at build time, drastically cutting draw calls. The objects must be marked 'static' and cannot be moved, rotated, or scaled during gameplay.
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LOD (Level of Detail) is a technique where:
LOD systems swap high-poly meshes for simpler versions at distance thresholds. A tree seen from 5 metres uses 10,000 triangles; from 200 metres it uses 200. The visual difference is imperceptible but the GPU saving is enormous.
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'Occlusion culling' improves performance by:
Frustum culling removes off-screen objects; occlusion culling goes further — it also removes objects that are on-screen but fully blocked by walls or terrain. Together they dramatically reduce overdraw in dense indoor scenes.
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'GPU instancing' is most useful when:
GPU instancing renders many copies of the same mesh in one draw call. Each instance can have different position, rotation, scale, and color via per-instance shader data. Ideal for crowds, foliage, particles, and repeated environment props.