Short answer is yes. Long answer is but you would not want to do that. Since the point of instancing use a tool like this is to have a lot of the same mesh. Like a ton of grass objects or rocks that all share the same mesh. That is were you get the huge speed bump because you can push these onto the GPU as a single draw call per UNIQUE mesh. You will get 0 benefit from pushing 100 different mesh objects because that would result in 100 draw calls. Pushing 100 instances of the same mesh would work out to 1 draw call. You also run into an issue which I am working on right now which is you start taking some CPU hit the more UNIQUE meshes that you push through GPUI so you want to pick which ones you really get the most benefit from and not just push ALL of your objects. So its best to find those meshes that you use the most over and over. In your case you seem to have a bunch of unique meshes so this would not be a good solution for that and would require some other idea like using the same mesh and GPUI but using a vertex shader to modify it after the fact (just throwing random things out there but you get the idea). Hope that helps.