Mesh with thin instance slower than with full vertices?

This seems to be a problem with Angle and DirectX…

If you change Angle’s backend to OpenGL (chrome://flags/ => angle), you’ll see that you get 60fps. Similarly, using WebGPU as an engine makes the PG run at 60fps.

The problem is that Angle reorganizes our buffers and de-interleaves them, causing cache misses to skyrocket! We’ll have to find out why, and probably open a ticket on the chromium tracker…