Please support dynamic and static batching to minimize drawcalls for mobile and low-e

The engine already supports static and dynamic batching, I am making heavy use of this in my project. Statically batched objects uniform buffers are cached once and then reused each time during render - Objects are batched by a number of different parameters such as material to help reduce draw calls. Once I switched to using the static path for all my non movable objects, I had a massive increase in rendering performance. (bare in mind I am using custom mesh rendering).

Not sure how rendering on mobile is done, but this would benefit low end PC’s already. More than likely the deferred renderer is the cause for low end platform troubles.

I see no reason why the hierarchical instanced mesh system couldn’t be used for non foliage objects, its just mesh instancing using a new way to perform optimizations such as culling.