is the performance of Graphics.RenderMesh( ... ) comparable to using MeshRenderer components?
Assuming I handle GPU instancing the same way that is.
I assume it's slower, but I've never actually compared them directly, it just feels a little scary to (potentially) put so many things into an update loop just for rendering
like, if I made a MyCustomMeshRenderer component, where it's just a wrapper for Graphics.RenderMesh, how much overhead would I pay for not using unity's own MeshRenderer?