https://www.khronos.org/registry/webgl/extensions/ANGLE_instanced_arrays/
According to this presentation about WebGL2, this feature (available for WebGL 1.0 as extension) can lead to significant performance gains. Interesting bit:
Google Maps uses and requires instancing support — Reduces vertex buffer size by 6x (!)
The concept is:
To draw 1000 soldiers
1000 draw calls, with different position, posture, etc
Or, with instancing, only 1 draw call
Big perf improvement
cc @ansis @kkaefer @jfirebaugh @lucaswoj what do you think? Can we use it?
Also related: #1361 (mentioned in the slides as a notable perf feature too)