Performance issues with many objects

Godot Version

v4.4.1

Question

The game that I’m making requires a small room to be filled with a lot of equipment(switches,buttons,gauges), It’s probably hitting the 5000 mark, luckily many of them doesn’t require to have shadows and isn’t a physics object, just static meshes that can rotate, scale.
The issue is that even tho i turned off cast shadows and GI Mode and put them on a different layer because they don’t need shadows, the visual profiler spikes really high when more light instances are enabled.


This is confusing because if i remove the many equipment the shadow casting goes back to normal values and the performance returns, but what shadows when it doesn’t cast any? I need a really efficient way to handle large amount of small object, I can’t make them into a single mesh because each needs to be interactable.
What do you guys recommend?

Thanks

i think you need some type of clustered rendering for merging multiple objects in only one draw call but i dont know if godot has something like that.

Can you reduce the number of lights? Their effect on execution cost is multiplicative…

Well I’m 1:1 modeling an interior and I want it to match, but the lights can be toggled, I’m just curious why is it calculating shadows for something that doesn’t use shadows

Clustered rendering sounds interesting I’ll dig around

i think in godot is MergeGroups or something like that, in other engines like Unreal is Proxy Mesh or Proxy Actors.

I checked and only found docu. from godot 3.6 was it renamed? moved?