Just how bad is it to keep binding?

I’m now about to embark on the painful process of converting a project I have made in Java2D to LWJGL. Before I start, I have one question.

How “bad” is it to keep binding new textures?

People keep saying how much faster it is to have multiple sprites in a single texture and draw different parts of that texture. But if I’m just making a 2D tile-based game, how necessary is that, really?

Will I run into problems with 60fps when I’m binding 100 textures each frame? 1,000? 10,000?

Is keeping everything in one texture really THAT worth it?

It is ‘pretty bad’ (YMMV). Focus on the game though, and solve performance issues when they occur.

It’s necessary for batching.(or texture arrays)

From what I know, most of the people who say that you need to reduce the number of .bind() think that, because they think that .bind() is expensive and you cannot use it a lot.

From my experience, reducing .bind() is the byproduct of reducing .draw() calls. That means that you want to send as much info to the GPU before calling .draw(), and the only way to achieve it is to put as much textures as possible into spritesheet/texturealtas