Does GPU Resident Drawer replace or complement GPU Instancing in Material settings? (368854)

Does GPU Resident Drawer replace GPU Instancing in the Material settings?

Why are there two instancing solutions?
Is it intended to be used with both enabled?

Also would like to know. Would be great if somebody from Unity could describe how GPU Resident Drawer (and more to the point, Batch Renderer Group) approach differs from classic GPU instancing.

For one thing, I think that GPU resident draw / BRG keeps more state on the GPU side, where regular old instancing submits per-instance data from the CPU to the GPU each frame. But let’s say there is no per-instance data, what’s the difference then?