once again I got a question about skeletal meshes and how does there performance compare to instanced static meshes?
In my current project I want to spawn small meshes(around 600 triangles each) along a animated spline curve, collisions are disabled.
The curve is animated at runtime, using a multithreaded system to handle all the calculations, and this system provides an array of calculated transforms.
I managed to write a class to generate a skeletal mesh at runtime (when the actor spawns). The skeletal mesh is composed of a root bone and one bone per mesh instance.
However reading the forums I realized that there are InstanceStaticMeshes available and that there exist blueprint nodes to update the transforms of the individual mesh instances.
In the final game I will have like 60 meshes with 120 instances each visible at once.
What is better suited to render these meshes?
a) 60 skeletal meshes with 120 bones (one per instance)(each bone transform is updated every frame)
b) 60 instanced static meshes with 120 instances (each instance transform is updated every frame)
Is there any disadvantage with instanced static meshes?
Looking for your answers