PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU.
As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about:
* 60 ms/frame in 0.14;
* 45 ms/frame in 0.15;
* 9.1 ms/frame in 0.16 (with all my PRs landed).
By way of comparison, Blender won't even load the glTF file, it's so big.