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Batch retail material bindings to reduce CPU render commands
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@@ -1,5 +1,10 @@
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# University render batching experiment
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**Superseded in the active renderer:** the user's v5 test did not improve the
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reported bottleneck. The v6 [CPU material binding experiment](cpu-material-binding-experiment.md)
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removes the extra shadow meshes and layer adjustment. The inventory below records
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the historical v5 candidate, not the current production spawn path.
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The user authorized engine/content visual tradeoffs after the initial exact-output
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audit, while keeping resolution, MSAA, user settings and native gameplay timing
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unchanged. This first structural experiment targets redundant shadow submission;
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