Use case for BatchUpdateInstancesTransform

Yes, batching aims for performance optimization, that’s why I found these functions to be useful. But I do not get the point, why I should set multiple instances to the exact same transform. They have the same location, same rotation, same scale in this case, so actually, they perfectly overlap and are visible as one single mesh only.

BTW, in that overlap case, I would expect to see some z-fighting, which is definitely not the case. So it could be the case, that ‘redundant’ instances just get filtered and are not rendered at all. So basically, instead of removing instances I could ‘hide’ them this way.