Sneak peek on a feature we’re shipping in the next release: Local and World vertex space.
We’ve added a new property to materials that dictates how the meshes that the material is associated with should be rendered and more specifically where vertices are transformed. There’s two options - vertex-space-local and vertex-space-world. World is the classic way of transforming and batching, just like it works in previous releases. Local space however doesn’t transform vertices on the CPU or put them into a large vertex buffer. Instead this is performed on the GPU which is much faster for models that have huge amounts of vertices.
This will break batching since we can’t share world transforms anymore, which means that the draw calls will increase, but as you see in this video the rendering is much faster for 3D rendering with detailed geometry. There’s a bunch of things that isn’t supported yet, but this is a decent first step towards better overall 3D support which I hope people will utilize more in the future!