Brute force testing
If we're poring over our profiling data and still not sure where the source of the problem resides, or we're GPU bound and need to determine where we're bottlenecked in the Rendering Pipeline, we should try the brute-force method, that is, cull a specific activity from the scene and check whether it results in greatly improved performance. If a small change results in a significant speed improvement, then we have a strong clue about where the bottleneck lies. There's no harm in this approach if we eliminate enough unknown variables to ensure that the data is leading us in the right direction.
The obvious brute-force test for CPU bounding will be to reduce draw calls to check whether performance suddenly improves. However, ...
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