I am testing the FPS with my laptop using the Intel(R) Iris(R) Plus Graphics 655 card. To test the threeJS example with Instance rendering and merge-drawcall rendering.
So I used both the QRCode_buffergeometry.json model and the suzanne_buffergeometry.json model. for the QRCode_buffergeometry.json: vertex:12852, face: 4284 and for the suzanne_buffergeometry.json: vertex:1515 face: 967
Then the FPS for the suzanne_buffergeometry with 8000 count:
INSTANCE: 36
MERGED: 43
NATIVE: from 23 to 35 by rotation
for the QRCode_buffergeometry model with 8000 count:
INSTANCE: 9
MERGED: 15-17
NATIVE: 17-19
I am very confused with this performance. 1. As far as my understanding, with no matter if i use instance or merge-drawcall, the drawcall is fixed to be 1 and the total face number to draw is same, why merged-drawcall is better than instance? Since the face and vertex number are both same, I suppose what happened in the vertex shader for transform the vertex should be same too, so why merged is faster?
- For the QRCode_buffergeometry model, native is almost same as merged, and better than instance, so I guess the CPU is not the bottle neck but the GPU is, however the final drawing data should be same, i mean eventually the face number to be draw should be same, why native is faster?, isn't that the instance is supposed to be the best way? I am pretty sure the camera's far and near is big enough, so there should not be any culling issue. 
- When I am trying to optimize some big scene, when should I pick merge? when to pick instance? and when maybe no doing anything is better? 
Any help?
Thanks a lot~~~
Attached the code for the sample is here
body { margin: 0; }<div id="container"></div>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.112.1/build/three.module.js';
import Stats from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/libs/stats.module.js';
import {
  GUI
} from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/libs/dat.gui.module.js';
import {
  OrbitControls
} from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/controls/OrbitControls.js';
import {
  BufferGeometryUtils
} from 'https://cdn.jsdelivr.net/npm/three@0.112.1/examples/jsm/utils/BufferGeometryUtils.js';
var container, stats, gui, guiStatsEl;
var camera, controls, scene, renderer, material;
// gui
var Method = {
  INSTANCED: 'INSTANCED',
  MERGED: 'MERGED',
  NAIVE: 'NAIVE'
};
var api = {
  method: Method.INSTANCED,
  mesh_number: 1,
  count_per_mesh: 1000
};
var modelName = 'suzanne_buffergeometry.json';
var modelScale = (modelName === 'suzanne_buffergeometry.json' ? 1 : 0.01);
var modelVertex = (modelName === 'suzanne_buffergeometry.json' ? 1515 : 12852);
var modelFace = (modelName === 'suzanne_buffergeometry.json' ? 967 : 4284);
//
init();
initMesh();
animate();
//
function clean() {
  var meshes = [];
  scene.traverse(function(object) {
    if (object.isMesh) meshes.push(object);
  });
  for (var i = 0; i < meshes.length; i++) {
    var mesh = meshes[i];
    mesh.material.dispose();
    mesh.geometry.dispose();
    scene.remove(mesh);
  }
}
var randomizeMatrix = function() {
  var position = new THREE.Vector3();
  var rotation = new THREE.Euler();
  var quaternion = new THREE.Quaternion();
  var scale = new THREE.Vector3();
  return function(matrix) {
    position.x = Math.random() * 40 - 20;
    position.y = Math.random() * 40 - 20;
    position.z = Math.random() * 40 - 20;
    rotation.x = Math.random() * 2 * Math.PI;
    rotation.y = Math.random() * 2 * Math.PI;
    rotation.z = Math.random() * 2 * Math.PI;
    quaternion.setFromEuler(rotation);
    scale.x = scale.y = scale.z = Math.random() * modelScale;
    matrix.compose(position, quaternion, scale);
  };
}();
function initMesh() {
  clean();
  console.time(api.method + ' (build)');
  for (var i = 0; i < api.mesh_number; i++) {
    // make instances
    new THREE.BufferGeometryLoader()
      .setPath('https://threejs.org/examples/models/json/')
      .load(modelName, function(geometry) {
        material = new THREE.MeshNormalMaterial();
        geometry.computeVertexNormals();
        switch (api.method) {
          case Method.INSTANCED:
            makeInstanced(geometry);
            break;
          case Method.MERGED:
            makeMerged(geometry);
            break;
          case Method.NAIVE:
            makeNaive(geometry);
            break;
        }
      });
  }
  console.timeEnd(api.method + ' (build)');
  var drawCalls = 0;
  switch (api.method) {
    case Method.INSTANCED:
    case Method.MERGED:
      drawCalls = api.mesh_number;
      break;
    case Method.NAIVE:
      drawCalls = api.mesh_number * api.count_per_mesh;
      break;
  }
  guiStatsEl.innerHTML = [
    '<i>GPU draw calls</i>: ' + drawCalls,
    '<i>Face Number</i>: ' + (modelFace * api.mesh_number * api.count_per_mesh),
    '<i>Vertex Number</i>: ' + (modelVertex * api.mesh_number * api.count_per_mesh)
  ].join('<br/>');
}
function makeInstanced(geometry, idx) {
  var matrix = new THREE.Matrix4();
  var mesh = new THREE.InstancedMesh(geometry, material, api.count_per_mesh);
  for (var i = 0; i < api.count_per_mesh; i++) {
    randomizeMatrix(matrix);
    mesh.setMatrixAt(i, matrix);
  }
  scene.add(mesh);
}
function makeMerged(geometry, idx) {
  var instanceGeometry;
  var geometries = [];
  var matrix = new THREE.Matrix4();
  for (var i = 0; i < api.count_per_mesh; i++) {
    randomizeMatrix(matrix);
    var instanceGeometry = geometry.clone();
    instanceGeometry.applyMatrix(matrix);
    geometries.push(instanceGeometry);
  }
  var mergedGeometry = BufferGeometryUtils.mergeBufferGeometries(geometries);
  scene.add(new THREE.Mesh(mergedGeometry, material));
}
function makeNaive(geometry, idx) {
  var matrix = new THREE.Matrix4();
  for (var i = 0; i < api.count_per_mesh; i++) {
    randomizeMatrix(matrix);
    var mesh = new THREE.Mesh(geometry, material);
    mesh.applyMatrix(matrix);
    scene.add(mesh);
  }
}
function init() {
  var width = window.innerWidth;
  var height = window.innerHeight;
  // camera
  camera = new THREE.PerspectiveCamera(70, width / height, 1, 100);
  camera.position.z = 30;
  // renderer
  renderer = new THREE.WebGLRenderer({
    antialias: true
  });
  renderer.setPixelRatio(window.devicePixelRatio);
  renderer.setSize(width, height);
  renderer.outputEncoding = THREE.sRGBEncoding;
  container = document.getElementById('container');
  container.appendChild(renderer.domElement);
  // scene
  scene = new THREE.Scene();
  scene.background = new THREE.Color(0xffffff);
  // controls
  controls = new OrbitControls(camera, renderer.domElement);
  controls.autoRotate = true;
  // stats
  stats = new Stats();
  container.appendChild(stats.dom);
  // gui
  gui = new GUI();
  gui.add(api, 'method', Method).onChange(initMesh);
  gui.add(api, 'count_per_mesh', 1, 20000).step(1).onChange(initMesh);
  gui.add(api, 'mesh_number', 1, 200).step(1).onChange(initMesh);
  var perfFolder = gui.addFolder('Performance');
  guiStatsEl = document.createElement('li');
  guiStatsEl.classList.add('gui-stats');
  perfFolder.__ul.appendChild(guiStatsEl);
  perfFolder.open();
  // listeners
  window.addEventListener('resize', onWindowResize, false);
  Object.assign(window, {
    scene
  });
}
//
function onWindowResize() {
  var width = window.innerWidth;
  var height = window.innerHeight;
  camera.aspect = width / height;
  camera.updateProjectionMatrix();
  renderer.setSize(width, height);
}
function animate() {
  requestAnimationFrame(animate);
  controls.update();
  stats.update();
  render();
}
function render() {
  renderer.render(scene, camera);
}
//
function getGeometryByteLength(geometry) {
  var total = 0;
  if (geometry.index) total += geometry.index.array.byteLength;
  for (var name in geometry.attributes) {
    total += geometry.attributes[name].array.byteLength;
  }
  return total;
}
// Source: https://stackoverflow.com/a/18650828/1314762
function formatBytes(bytes, decimals) {
  if (bytes === 0) return '0 bytes';
  var k = 1024;
  var dm = decimals < 0 ? 0 : decimals;
  var sizes = ['bytes', 'KB', 'MB'];
  var i = Math.floor(Math.log(bytes) / Math.log(k));
  return parseFloat((bytes / Math.pow(k, i)).toFixed(dm)) + ' ' + sizes[i];
}
</script> 
    