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Add fps values to instancing performance graphs
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superdump committed Nov 5, 2023
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2 changes: 1 addition & 1 deletion content/news/2023-11-04-bevy-0.12/0.12-2DMeshes.svg
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6 changes: 3 additions & 3 deletions content/news/2023-11-04-bevy-0.12/index.md
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Expand Up @@ -678,17 +678,17 @@ Here are some benches of the old unbatched approach (0.11) to the new batched ap

### 2D Mesh Bevymark (frames per second, more is better)

This renders 160,000 entities with textured quad meshes (160 groups of 1,000 entities each, each group sharing a material). This means we can batch each group, resulting in only 160 instanced draw calls when batching is enabled.
This renders 160,000 entities with textured quad meshes (160 groups of 1,000 entities each, each group sharing a material). This means we can batch each group, resulting in only 160 instanced draw calls when batching is enabled. This gives a **200% increase in frame rate (3x)**!

![0.12-2DMeshes](0.12-2DMeshes.svg)
<div style="font-size: 1.0rem" class="release-feature-authors">Tested on an M1 Max, limiting the BatchedUniformBuffer batch size to 1 versus how it works in 0.12.</div>
<div style="font-size: 1.0rem" class="release-feature-authors">Tested on an M1 Max at 1080p.</div>

### 3D Mesh "Many Cubes" (frames per second, more is better)

This renders 160,000 cubes, of which ~11,700 are visible in the view. These are drawn using a single instanced draw of all visible cubes which enables up to **100% increase in frame rate (2x)**!

![0.12-3DMeshes](0.12-3DMeshes.svg)
<div style="font-size: 1.0rem" class="release-feature-authors">Tested on an M1 Max, limiting the BatchedUniformBuffer batch size to 1 versus how it works in 0.12.</div>
<div style="font-size: 1.0rem" class="release-feature-authors">Tested on an M1 Max at 1080p.</div>

These performance benefits can be leveraged on all platforms, including WebGL2!

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