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The animated copy is registered for the vehicle's whole position array, and a race frame has 228 primitives that bind it. Suppressing draw merging for all of them turned the kart's display list back into hundreds of separate draw calls, each recorded once and replayed in the mono pass and both eyes: on a Quest 3 the app frame went from 15.7 ms to 21.7 ms with the GPU pinned at 97 %, which past the 72 Hz deadline reads as 56 FPS against 42. Merging is unsafe only between draws that resolved the array differently, since the merged whole renders through the binding of the draw it folds into. So resolve the replacement once per draw, before the merge test, and merge into a draw that reached the same decision. Draws of an opponent sharing the asset merge with each other again too, and with no set registered the test is exactly what it was before the feature. Measured at the same place on a Quest 3: 60 FPS against 42, the app frame back to 13.9 ms, 564 draw calls a frame with 11808 primitives merged away. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>