FPS drops dramatically when having large amount of meshes. Instancing is not suitable for this case

@neu5 By creating the mesh with aligned UVs in 3ds max via spline tool and export to ‘.babylon’ format using the exporter. Then extracted the JSON from the meshes array.

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In my opinion, addressing the issue of numerous draw calls is a significant concern for models.

There are various solutions to this, such as the mentioned techniques like instancing and batching.

The choice of method depends largely on the specific interactive requirements.

The more detailed the operational needs, the more complex the chosen approach becomes.

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