I have a pretty generic question about animations and performance. I am making a game where I have these different characters that cannot be instantiated; they need to have separate meshes, textures and animations. I also made a small stress test illustrating the situation, take a look: https://playground.babylonjs.com/#S7E00P#51
Now, the framerate drops quite significantly if there are tens of models in the screen at one time. I can of course see some obvious optimizations, like stopping the animations if they are not on screen and the amount of player characters on the screen at the same time is usually below 10 or so. But in some critical moments there might be a lot of players on the screen simultaneously and perhaps some enemies with their separate animations as well…
So the question is, what are the best ways to optimize these situations, where there just are a lot of animated objects on screen?