Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6206337
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 24, 20262026-05-24T05:25:57+00:00 2026-05-24T05:25:57+00:00

I’m writing a scene-graph based graphics engine for modeling purposes. I’m using XNA 4.

  • 0

I’m writing a scene-graph based graphics engine for modeling purposes. I’m using XNA 4.
On many places I have been reading, that texture changes (and other state changes) should be minimized during rendering (so I have to order my primitives by materials, etc.).

I created a small test application in XNA 4, which was rendering hundreds of stanford bunny models with a single texture, then doing the same toggling 2 different textures. There was no difference in rendering time (however I used small ~100×100 textures).

So my questions are:

  • Should I really care about sorting my primitives by texture/color/other material parameters? Or is it less important on modern GPUs?
  • What is the expectable percentage of performance loss, if I don’t?
  • Are there any other state changes, which can effect the performance?
  • Where can I find some up to date literature/best practice guide about this?

Thank you for any help or links!

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-24T05:25:58+00:00Added an answer on May 24, 2026 at 5:25 am

    State changes haven’t really been expensive for a long time. Batches are expensive. (And a state change necessitates a new batch). A batch is basically a call to a Draw*Primitives function.

    This PDF from nVidia explains it in detail. It also gives ideas for reducing your batch count.

    Batches are a CPU-based limit (not GPU). That PDF lists “< 130 tris/batch” as the point where submitting batches dominates performance and the GPU sits idle waiting for more batches (details). It also says you get about 400 batches per frame, at 60 FPS, per 1GHz of CPU power dedicated to submitting batches. (Although the PDF is a bit old, so those figures are a bit out of date.)

    My answer on the gamedev site to a similar question should provide some more details. This one too.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have a jquery bug and I've been looking for hours now, I can't
I have thousands of HTML files to process using Groovy/Java and I need to
I have a string like this: La Torre Eiffel paragonata all&#8217;Everest What PHP function
link Im having trouble converting the html entites into html characters, (&# 8217;) i
That's pretty much it. I'm using Nokogiri to scrape a web page what has
I have just tried to save a simple *.rtf file with some websites and
I want to count how many characters a certain string has in PHP, but
I'm new to using the Perl treebuilder module for HTML parsing and can't figure
this is what i have right now Drawing an RSS feed into the php,
I have a French site that I want to parse, but am running into

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.