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Amazing Performance Gains from 1 node in Godot 3.5

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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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