Hi, sorry if I duplicate a topic. I found a few topics on this but none completed enough.
I’m trying to better understand the key differences between using instanced meshes and merged meshes in a Babylon.js scene, especially in terms of performance.
I’ve loaded two scenes into the Babylon.js Sandbox:
- One using instanced meshes.
- One with the same objects merged.
While I noticed that the total meshes and active meshes differ as expected, all other performance measurements (e.g., draw calls, memory usage) appear very similar. Surprisingly, the scene with instanced meshes shows a much lower absolute FPS (around 300 points less) compared to the merged mesh scene.
This raises a few questions for me:
- How exactly do instanced meshes help with performance in real-world scenarios? because as I saw in my small example the absolute fps is lower when using instances tham merged meshes.
- What optimizations should I apply to my instanced meshes to ensure I’m leveraging their full potential?
I’d appreciate insights into scenarios where instanced meshes shine or tips on how to configure them for maximum efficiency. Thank you in advance!