SpriteBatch batch size limit and flush frequency across DirectX and OpenGL backends
Goal: Find a SpriteBatch batch size that reduces the number of End‑induced flushes per frame while staying within the GPU’s vertex‑buffer capacity on Windows DirectX, Linux/macOS OpenGL, and any other supported MonoGame backend. Constraints: The developer must query GraphicsDeviceCapabilities.MaxVertexCount to avoid exceeding hardware limits, and must consid