Instancing vs Resident Drawer

Hey everyone, I am curious if the new GPU resident drawer in Unity 6 is basically automatic GPU instancing. If so, is it possible to use it for procedural generation at runtime, for the objects I place on the terrain?

The underlying API it uses is BatchRendererGroup, which is the same API Entities Graphics uses. BatchRendererGroup can do instancing, and at least for opaque meshes, Entities Graphics leverages instancing. I’m guessing GPU RD does the same.

As for your second question, it would definitely be viable for Entities Graphics, and I suspect it is viable for GPU RD too, but I don’t fully understand how the GameObject interaction works.