I guess you are referring to instanced static mesh vs regular static mesh.
The difference (in simple terms) is that if we have 500 meshes then the GPU only needs to calculate the properties of 1 mesh when using instanced meshes and then simply use the same information for the rest of the 499 meshes… versus doing the calculations 500 times for regular static meshes.
Keep in mind however that instanced static meshes do have their limitations (otherwise we would not need to use regular static meshes :p), for example you cannot have different materials per mesh.
Thanks! My MapBuilder is working on building the level from multiple meshes, and they all have each 6 materials that they are all instance of the same main material but with different properties ( textures etc… ) So I guess instancedStaticMesh won’t help me right?
When the map gets bigger it becomes really heavy.
How minecraft for example achieving so many different cubes and maintain so good performances?