Multiple depth buffer for layer effect

Yes, certainly to reduce CPU time consumption.

One glMultiDraw* caution though. If your subdraws contain very few vertices, this can lead to inefficiency on the GPU-side (more in the thread below). You literally end up with near-zero CPU time consumption for the dispatch (great!) but more GPU time consumption than you’d expect given the triangle and vertex counts.

So profile your frames. If you’re very CPU limited and far from GPU limited, this isn’t an issue and isn’t likely to be. Moreover, if you go glMultiDraw* as a first step, you can massage it into using glDraw* later if you find that you need it.