Sebastian Aaltonen on Twitter

“Thus our solution for fast rendering on low/mid tier Android phones (50% of the market today) is to lean on traditional draw calls. Make draw calls as fast as possible on both CPU and GPU side. Well optimized solution can push 10,000 draw calls at 60 fps on 99$ Android phone.”

Twitter
@StompyRobot Yeah, wish we could convince @sebbbi to join us. His posts are one of the few reasons why I still lurk there once in a while.
@StompyRobot @sebbbi To add something useful to that thread: I think position shaders were first introduced by nvidia on Fermi, much earlier than Intel Xe! It was completely transparent and I don't think it was advertised much, so most devs were unaware of it.
@castano @StompyRobot IIRC Qualcomm had POSH very early too.
@sebbbi @castano @StompyRobot yeah Qualcomm had a separate “position only” shader pass just for binning “forever” by now. Since Adreno 4xx (2009) or similar
@aras @sebbbi @castano @StompyRobot yeah on Adreno I believe it was around 2014 or so with the 4xx series & with Mali it was first introduced with the Mali-G71 when they added their IDVS pipeline.