Frames of modern video games can be made up of tens of thousands of draw calls, which consist of a set of polygons and a shader pipeline that operates on it, and compute tasks. Last September, we found an article by Adrian Courrèges that broke down a single frame of DOOM, and discussed all of the techniques based on information from debug tools and SIGGRAPH slides.
This time, we found a video from János Turánszki that analyzes the ~32,000 – 33,000 graphics API calls of a single Deus Ex: Mankind Divided frame, using NVIDIA Nsight. As he scrubs through these events, he mentions things like how text is painted, a bug with temporal anti-aliasing, what appears to be a multi-pass blur for frosted glass, and so forth.
János Turánszki develops the open-source (MIT licensed) Wicked Engine.