Vsync.Wait rises while the game runs

Hi there,

I have read the post about draw calls. And clearly I must pay a lot of more attention about the z-values in order to batch more elements as it is possible.

On the other hand, I see that you have planned the option to move tint from uniform to vertex color (in this way tint will not break anymore the batching), via some kind of custom vertex format.

So, before I start optimizing the whole game reducing the tint usage, could you please give me some indication when this new engine feature will be available?

Thanks very much!