Well, I think there is a question that is missing here. How does the ability to give the GPU a huge load of draw calls effect GPU performance. We see, that the CPU is now more or less jobless (in relation to the count of draw calls of current games). As far as I know, developers try to reduce the draw calls as good as possible so they don't get slowdown's because of the cpu. so what is the difference for the GPU of getting many draw calls instead of less. Does this provide the ability to work on a draw call with less resources used on gpu, too (e.g. because of smaller draw calls; less preparations needed; less dependencies; ...)?
funny thing about this... found a really really old NVidia presentation
http://www.nvidia.com/docs/IO/8228/BatchBatchBatch.pdf
Need Sebbbi maybe to kindly shed some light on that. My experience was only related to XNA on 360, and it was easy to get slowdowns from too many draw calls (granted I was doing that on purpose). However, with a project that was rather heavy on particles I did have to make optimizations to avoid some hiccups during more gory sections with lots of AI fighting you. I need to finish that game or port to Unity. LOL
And Edit - Thanks Sebbbi!