The WebGL renderer has internally batched all calls for a long time now, and Tilemap draw calls are batched in together with Sprite and Tiled Background draw calls as well. It should all be running pretty efficiently and good batching is part of the reason our WebGL renderer often benchmarks 10x faster than canvas2d. In the blog post, a "draw call" actually refers to calling in to our WebGL wrapper, which internally batches calls in to a very small number of actual WebGL calls. Maybe it was a little confusing, but does that clear it up?