BatchMesh Memory Issue

I see, yeah I didn’t know you meant mergeBufferGeometries(...). There are other possible meanings like this BatchedMesh proposal, three-batch-manager, and three-batch-mesh.

My entire model is still at 1 drawCall but with the text its a slug…

Keep in mind that once you merge or instance things, they can no longer be frustum culled individually (i.e. the renderer has to draw them whether they’re in the camera’s view or not). This will be a performance loss if the additional vertex counts drawn are enough to offset the draw call gains.

If you’re looking for fast text rendering, and currently using text geometry, I would perhaps have a look at GitHub - protectwise/troika: A JavaScript framework for interactive 3D and 2D visualizations instead. Alternatively you can merge things into smaller batches that are collocated in 3D space.