Adapt human character to make better use of Instancing
Problems currently are:
Too many bones leads to very few instances per batch, because they require constant registers in the shader, which are limited. The VTF instancing method doesn't have this limitation, but its compatibility is far less.
Skinning deformations are a little off. Probably because the instancing shader doesn't support 3 bones per vertex. Best try to simplify mesh.
The ideal would of course be full hardware skinning.