Amazing Performance Gains from 1 node in Godot 3.5
A video in which I talk about the benefits of using the Multi-Mesh instance node in Godot 3.5 and why it works. Spoilers for the video, it’s using a rendering technique called “batching“ or “batching draw calls“.
Buy me a coffee?
00:00 - Start
00:42 - Some Background - Rendering
01:19 - Krita Example
02:33 - Potential Drawbacks
03:11 - Finally talking Godot specifics
Thanks to StreamBeats by Harris Heller for the music.
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