Rendering the provided test-scene on Xbox One (UWP, retail console using developer mode) with "GPU Instancing" enabled, renders significantly slower than using no draw-call batching at all, even though Unity does batch a lot of draw-calls when using GPU Instancing. Please see the provided screenshots. Spoiler: Profiler - Static Batching Spoiler: Profiler - No Draw-call batching Spoiler: Profiler - GPU Instancing Reproduce Unity 0. Open user attached project 1. Execute Mainmenu > BugReport > Disable GPU Instancing 2. Open Player Settings and turn off Static and Dynamic Batching 3. Press File/Build Setting 4. Select "Universal Windows Platform" tab 5. Turn on "Development Build" (to be able to attach the Unity Profiler) 6. Build UWP Player with setting Target=Any Device, Build Type=D3D 7. Open generated .sln file in Visual Studio 2017 Visual Studio 8. Switch "Solution Configuration" to "Release" 9. Switch "Solution Platforms" to "x64" 10. Switch "Local Machine" to "Remote Machine" 11. Open the "Wolf (Univeral Windows)" Project Properties 12. Select the "Debugging" tab in the "Wolf Property Pages" dialog 13. Set the "Machine Name" to your Xbox One name or IP address and press OK button 14. Open file "Package.appxmanifest" 15. Switch to "Capabilities" tab in "Package.appxmanifest" 16. Enable the following Capabilities (not sure which of these is actually responsible to make the Profiler work): Internet (Client & Server), Internet (Client), Point of Service, Private Networks (Client & Server), Remove System 17. Press in Mainmenu > Build > Build Solution 18. Run on Xbox One Unity 19. Open Window > Profiler 20. Connect to running Player on Xbox One 21. Note the "CPU" and "Gfx.WaitForPresent" cost 22. Close Profiler 23. Execute Mainmenu > BugReport > Enable GPU Instancing 24. Repeat reproduce list from step 2 Compare the "CPU" and "Gfx.WaitForPresent" cost of the different profiling sessions. Observe that GPU Instancing is significantly slower than using no draw-call batching at all. See overview.png for my test results. Expected GPU Instancing should not be slower than using no draw-call batching at all. Considering that it does seem to batch even more efficient than static batching from the numbers the Profiler is showing, I'd even expect that the test performs better with GPU Instancing than static batching.