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Per NVIDIA Nsight + Unity Profiler, a DRAW CALL is expensive primarily because of which cost?

AMemory bandwidth to read the texture each call
BCPU-side state validation and command-buffer write
CGPU triangle setup and rasterization always dominant
DVertex shader execution time per vertex
Answer & Solution
Correct answer: B. CPU-side state validation and command-buffer write
NVIDIA Nsight + Unity docs: draw call overhead is mostly CPU work (state validation, command-list encoding). Batching reduces call count → CPU win.
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