Intrigued by the new DRW: Refactor to support draw call batching features I did tests with the class room demo file which contains many instantiated objects …
But I have not found strong improvement in the compilation of the shaders, compared to the previous versions … I am a bit confused, I would have expected that the compilation of material shaders with textures, since they are also instantiated, would undergo a great performance improvement, but it is not so…
maybe my GPU has some limitations … could you do some comparison tests too?
DRW: Refactor to support draw call batching
This has a great impact on CPU usage when using lots of instances. Even if the biggest bottleneck in these situations is the depsgraph iteration, the driver overhead when doing thousands of drawcalls is still high.