Hi,
I am getting a lot of conflicting information if Godot is doing automatic batching / instancing of similar mesh+shader objects in 4.0+.
The official documentation talks about how MultiMesh(Instances) are used to achieve GPU batching, but also mentions "[...] In 3D, we still aim to minimize draw calls and state changes. However, it can be more difficult to batch together several objects into a single draw call. [...]" here (see 3D batching) and another blog post about 4.0 improvements from 2021: "[...]Instancing is used to render similar objects (mesh, material and misc settings), reducing the pressure over the rendering API.[...]" (see here) which doesn't mention the need to use MultiMesh(Instances).
The documentation about instancing is a bit confusing and scattered around GitHub, blog posts and the official documentation.
I couldn't find any related commits to the mentioned blog posts easily and even the provided information is very sparse / vague. From my own obersvations Godot 4.x does some form of automatic batching but it would be nice to see how this system could be supported / what prevents this automatic batching.
Thank you for your help 🙂