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Home/ Questions/Q 8419419
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T02:36:20+00:00 2026-06-10T02:36:20+00:00

I am developing a 2D Tile based game and currently struggling with performance issue

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I am developing a 2D Tile based game and currently struggling with performance issue as I am getting around 10 – 15 FPS even when running on iPad 3. OpenGL ES Frame capture reveals that I am making call to glDrawElements 689 times per frame! Is that a lot? Could it be the case of low performance?

Should I stack everything in one huge array and perform 1 draw call? will it make any difference?

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  1. Editorial Team
    Editorial Team
    2026-06-10T02:36:21+00:00Added an answer on June 10, 2026 at 2:36 am

    At this point in time, you are currently limited by your command issue(assuming), if you run opengl performance detective ( it’s under xcode (right click, open developer tools) you may have to download it through preferences ).

    Your goal is to be limited by fill rate at the end of the day, here are some tips to help you get there

    Sort all sprites by
    Draw Depth
    Blend Mode
    Texture ID

    Once sorted,
    Pack all sprites into one vertex buffer object and an index buffer object.

    When ever your draw depth, blend mode, or texture ID change, it’s time to make a new draw call and bind those resources.

    Also keep in mind that your sprites should have your vertices flatted on the cpu side (pos x mvp ) and you should not be sending over matrices and any other attributes such as color, should be part of the vertex.

    Typical vertex

    {
        float pos[3]
        int color
        float uv[2]
    }
    
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