YAY! found a solution!
There's an Instancing, and Dynamic Uniform works like a charm but you have to create a massive buffer, but it's just a waste of memory if number objects is not fixed and updating the data back and forth to buffer slows down the performance.
Push Constant !
Using Push constant - single Pipeline, single DescriptorSet, single Uniform buffer and no need to create buffer to constant data just pass the world matrix of each object and that's it!
Many thanks!
Dex!
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Dealing with Vulkan DescriptorSet limitation to 4096?
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