Even taking your example with 9-patch: perhaps some settings mean it has to swap textures for each patch, versus rendering it all with the same texture. Changing texture may cause more draw operations (and may not, especially with WebGPU multitexturing). But so what? Going from 100 draw operations to 1000 might mean you are going from 0.5% utilisation to 5% utilisation of the overall system capability
Sorry for being to aggressive. That's just all the hours i spent on this make me a little emotional.
Those 1000 draw operations can really matter on low devices, especially mobile. I had both lowend mobile and laptop to test, and decreasing amount of draw operations from 1500+ to ~500 is exactly what made games hit comfortable fps on both of them, because of the GPU bottlenecks. And again, I wasn't building some crazy ambitions game, it was just a clicker game with somewhat good visuals. Construct 3 is mainly used now to make web+mobile games, and that's where low ends devices are the main target basically. So all this is pretty important for sure
And in terms of documentation, i understand all the complications. My only wish is that internals of the C3 were explained better. Like how renderer works, how it optimizes things and such. Even just in broad terms. And even if some of it may become deprecated, it's still a hint and better than completely nothing
Maybe all of this is obvious for people who work with graphics, but for people like me who don't, it's not. Again i was only able to kinda understand the basics only thanks to spending hours analyzing Spector.JS reports. And yes it made my projects much more performant
Like for me even just looking at draw operations count helped a lot. It's worked out as much more reliable performance indicator than CPU usage (and especially non-existent GPU usage). Even though i understand it's not that simple, but it good enough.
For me it would be already a epic upgrade to the debugger to have more information about the render process, memory usage and such things