#When this warning is shown, is instancing for that prefab disabled in all cases?
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The frame debugger probably can confirm that
But I wonder why use static batching or instancing either if SRP batching is available to you
srp batching is better than instancing?
Every situation is different but when I've compared them you really need at least multiple thousand meshes on screen at once before the performance starts divering at all in instancing's favor
SRP batching certainly is more flexible because it doesn't have the strict limitations of instancing
But in a situation where you're drawing meshes procedurally from scripts and know exactly how many there are and how they must be drawn, the draw instanced methods are often more convenient than multiple gameobjects
But even in those situations VFX graph is a potent competitor to drawing a huge bunch of some mesh on command
If you're just building a scene and placing meshes around by hand, you're unlikely to benefit from instancing
Though it's pretty quick to disable SRP batching and enable GPU instancing to compare, if you really were using instancing primarily you'd be maximizing the number of instanceable meshes which would be a big extra effort in that case
But I would likely not try to build a big field of grass by hand, instead compare aforementioned procedural instanced drawing versus vfx graph