Hi Andrew,

How best to go about this type of task will depend upon what exactly is 
being rendered and how it's updated if ever.

If the geometries are all the same then you could use geometry instancing 
combined with a Uniform Array or a Texture2DArray to store data that is 
indexed via the index id.

If the geometries are very simple, such as can be represented by a sprite 
then using point sprites is a good way of scaling.

If you do go a batching route then the best way is batch by state and 
geographical position so each batch can use the same state and sit within a 
tight area so that culling is maximized.

Cheers,
Robert.

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