Instances and Thin Instances

mesh.clone() shares geometry but stays a separate draw call. mesh.createInstance(name) returns a light InstancedMesh with its own transform, batched with its source into one instanced draw call (Instanced Drawing). Thin instances are just a Float32Array of matrices on the source mesh, culled all or nothing. The listing shelves a thousand books each way and times 200 frames:

A thousand books as clones, instances and thin instancesJavaScript
const engine = new BABYLON.Engine(view, true);
const spot = (i) => [-3.6 + (i % 50) * 0.145, 0.3 + Math.floor(i / 50) * 0.13, 2.8]; // 50x20
const ways = {
  meshes: (box) => { for (let i = 1; i < 1000; i++) box.clone().position.set(...spot(i)); },
  instances: (box) => {
    for (let i = 1; i < 1000; i++) box.createInstance(`b${i}`).position.set(...spot(i));
  },
  thin(box) {
    const matrices = new Float32Array(16 * 1000);         // one 4 x 4 matrix per book
    for (let i = 0; i < 1000; i++) {
      BABYLON.Matrix.Translation(...spot(i)).copyToArray(matrices, 16 * i);
    }
    box.position.setAll(0);                               // instance matrices are relative
    box.thinInstanceSetBuffer('matrix', matrices, 16);
  },
};
for (const [way, build] of Object.entries(ways)) {
  const scene = BookNestStore.createScene(engine);
  BookNestStore.createRoom(scene);
  BookNestStore.createWalkCamera(scene);
  const size = { width: 0.1, height: 0.11, depth: 0.2 };
  const box = BABYLON.MeshBuilder.CreateBox('b', size, scene);
  box.position.set(...spot(0));
  box.material = BookNestStore.paint(scene, 'stock', '#5b3f99');
  build(box);
  const stats = new BABYLON.SceneInstrumentation(scene);
  await scene.whenReadyAsync();
  for (let i = 0; i < 20; i++) scene.render();            // warm up, then time 200 frames
  const start = performance.now();
  for (let i = 0; i < 200; i++) scene.render();
  console.log(`${way}: ${stats.drawCallsCounter.current} draw calls, ${scene.getActiveMeshes()
    .length} active meshes, ${((performance.now() - start) / 200).toFixed(2)} ms per frame`);
  scene.dispose();
}
Output
meshes: 1004 draw calls, 1004 active meshes, 4.85 ms per frame
instances: 5 draw calls, 1004 active meshes, 2.08 ms per frame
thin: 5 draw calls, 5 active meshes, 0.23 ms per frame

The four extra calls are the floor and walls. Instances still cull and update a thousand objects, keeping about 40% of the cost; thin instances drop that too. (CPU times on a shared machine varied between runs; the ratios held.) Use instances for copies that move, get picked or come and go; thin instances for static crowds.

A thousand books on the back wall as clones, instances or thin instances, with draw calls and frame time for eachHTMLLive
<!doctype html>
<style>
  body { margin: 0; background: #f7f3ec; font: 13px system-ui, sans-serif; color: #333; }
  canvas { width: 100%; max-width: 600px; height: 300px; display: block; touch-action: none; outline: none; }
  #bar { max-width: 600px; display: flex; gap: 8px; align-items: center; padding: 6px 8px; } button { font: inherit; padding: 3px 10px; } #info { max-width: 600px; padding: 0 8px; font-family: monospace; }
</style>
<canvas id="view"></canvas>
<div id="bar"><button data-way="meshes">clones</button><button data-way="instances">instances</button><button data-way="thin">thin instances</button></div><div id="info"></div>
<script src="https://cdn.jsdelivr.net/npm/babylonjs@9.28.0/babylon.js"></script>
<script>
// ---- BookNest's bookstore: the helpers the book keeps in bookstore.js ----
const ROOM = { width: 8, depth: 6, height: 3, wall: 0.15 };
const BOOKS = [
  { id: 1, title: 'The Quiet Harbor', author: 'Mara Ellison', color: '#1f5f8b', pages: 312, price: 14.99, rating: 4.6, inStock: true },
  { id: 2, title: 'Patterns of the Deep Web', author: 'Tomas Reyes', color: '#5b3f99', pages: 428, price: 32.5, rating: 4.4, inStock: true },
  { id: 3, title: 'Salt and Saffron', author: 'Priya Nair', color: '#e09a10', pages: 256, price: 24, rating: 4.8, inStock: false },
  { id: 4, title: 'Small Steps to Big Summits', author: 'Dana Whitfield', color: '#3f7d3a', pages: 198, price: 18.5, rating: 4.3, inStock: true },
  { id: 5, title: "The Clockmaker's Paradox", author: 'Julian Voss', color: '#b5452f', pages: 344, price: 16.75, rating: 4.7, inStock: true },
  { id: 6, title: 'Gardens in Glass', author: 'Lena Hart', color: '#2a9d8f', pages: 176, price: 21.3, rating: 4.5, inStock: true },
];
function createScene(engine) {
  const scene = new BABYLON.Scene(engine);
  scene.clearColor = BABYLON.Color4.FromHexString('#cfd8dcff');
  const sky = new BABYLON.HemisphericLight('sky', new BABYLON.Vector3(0.3, 1, -0.4), scene);
  sky.groundColor = new BABYLON.Color3(0.35, 0.32, 0.3);
  return scene;
}
function paint(scene, name, hex) {                  // a matte color
  const material = new BABYLON.StandardMaterial(name, scene);
  material.diffuseColor = BABYLON.Color3.FromHexString(hex);
  material.specularColor = BABYLON.Color3.Black();
  return material;
}
function createRoom(scene) {                        // floor and three walls, front open
  const room = new BABYLON.TransformNode('room', scene);
  const floor = BABYLON.MeshBuilder.CreateGround('floor', { width: ROOM.width, height: ROOM.depth }, scene);
  floor.material = paint(scene, 'oak', '#b08d6a');
  floor.parent = room;
  const plaster = paint(scene, 'plaster', '#fff3e0');
  for (const [name, width, x, z] of [['backWall', 8, 0, 3], ['leftWall', 6, -4, 0], ['rightWall', 6, 4, 0]]) {
    const wall = BABYLON.MeshBuilder.CreateBox(name, { width, height: ROOM.height, depth: ROOM.wall }, scene);
    wall.position.set(x, ROOM.height / 2, z);
    wall.rotation.y = x ? Math.PI / 2 : 0;
    wall.material = plaster;
    wall.parent = room;
  }
  return room;
}
function createBookcase(scene, name, x) {           // 8 boxes merged into 1 mesh
  const [w, h, d, t] = [3, 2.2, 0.35, 0.04];
  const parts = [[t, h, d, -w / 2, h / 2, 0], [t, h, d, w / 2, h / 2, 0], [w, h, t, 0, h / 2, d / 2 - t / 2]];
  for (let i = 0; i < 5; i++) parts.push([w, t, d, 0, 0.1 + i * 0.5, 0]);
  const bookcase = BABYLON.Mesh.MergeMeshes(parts.map(([width, height, depth, px, py, pz]) => {
    const part = BABYLON.MeshBuilder.CreateBox('part', { width, height, depth }, scene);
    part.position.set(px, py, pz);
    return part;
  }), true);
  bookcase.name = name;
  bookcase.material = paint(scene, 'walnut', '#6d4c33');
  bookcase.position.set(x, 0, ROOM.depth / 2 - ROOM.wall / 2 - d / 2);   // against the back wall
  return bookcase;
}
function drawCover(scene, book) {                   // cover art painted on a canvas
  const tex = new BABYLON.DynamicTexture('cover' + book.id, { width: 256, height: 384 }, scene);
  const c = tex.getContext();
  c.fillStyle = book.color; c.fillRect(0, 0, 256, 384);
  c.fillStyle = 'rgba(0,0,0,0.4)'; c.fillRect(0, 0, 18, 384);         // the dark left edge
  c.strokeStyle = '#fff8e1'; c.lineWidth = 3; c.strokeRect(34, 24, 202, 336);
  c.fillStyle = '#fff8e1'; c.textAlign = 'center'; c.font = 'bold 30px Georgia';
  const lines = [''];
  for (const word of book.title.split(' ')) {
    const test = (lines[lines.length - 1] + ' ' + word).trim();
    if (c.measureText(test).width > 180) lines.push(word); else lines[lines.length - 1] = test;
  }
  lines.forEach((line, i) => c.fillText(line, 135, 110 + i * 38));
  c.font = '20px Georgia'; c.fillText(book.author, 135, 330);
  tex.update();
  return tex;
}
function placeBooks(scene, bookcase, shelf = 2) {   // six books, spines out, covers on +x
  const strip = new BABYLON.Vector4(0, 0, 0.07, 1);
  const faceUV = [strip, strip, new BABYLON.Vector4(0, 0, 1, 1), strip, strip, strip];
  let x = -0.35;                                    // left end of the row, local to the bookcase
  return BOOKS.map((record) => {
    const width = record.pages / 4000 + 0.02;       // spine thickness from page count
    const book = BABYLON.MeshBuilder.CreateBox(`book${record.id}`, { width, height: 0.3, depth: 0.22, faceUV, wrap: true }, scene);
    book.parent = bookcase;
    book.position.set(x + width / 2, 0.12 + shelf * 0.5 + 0.15, -0.02);
    x += width + 0.012;
    book.material = new BABYLON.StandardMaterial(record.title, scene);
    book.material.diffuseTexture = drawCover(scene, record);
    book.material.specularColor = new BABYLON.Color3(0.15, 0.15, 0.15);
    book.metadata = record;                         // the record, for picking
    return book;
  });
}
// The book cuts the storefront with CSG2 (Manifold WebAssembly); this sandbox cannot download
// the .wasm, so the older pure-JavaScript BABYLON.CSG makes the same cuts here.
function createFrontWall(scene) {
  const box = (width, height, depth, x, y) => {
    const mesh = BABYLON.MeshBuilder.CreateBox('cut', { width, height, depth }, scene);
    mesh.position.set(x, y, -ROOM.depth / 2);
    return mesh;
  };
  const solid = box(ROOM.width, ROOM.height, ROOM.wall, 0, ROOM.height / 2);
  const windowHole = box(3.2, 1.6, 1, -1.4, 1.6), doorHole = box(1.1, 2.2, 1, 2.3, 1.1);
  const wall = BABYLON.CSG.FromMesh(solid).subtract(BABYLON.CSG.FromMesh(windowHole))
    .subtract(BABYLON.CSG.FromMesh(doorHole)).toMesh('frontWall', scene.getMaterialByName('plaster'), scene);
  [solid, windowHole, doorHole].forEach((mesh) => mesh.dispose());
  return wall;
}
// ---- end of the bookstore helpers ----

const canvas = document.getElementById('view');
const engine = new BABYLON.Engine(canvas, true, {}, true);
const spot = (i) => [-3.6 + (i % 50) * 0.145, 0.3 + Math.floor(i / 50) * 0.13, 2.8];   // 50 x 20
const ways = {
  meshes: (box) => { for (let i = 1; i < 1000; i++) box.clone().position.set(...spot(i)); },   // 1 draw call each
  instances: (box) => {                              // own transforms, one instanced draw call
    for (let i = 1; i < 1000; i++) box.createInstance(`b${i}`).position.set(...spot(i));
  },
  thin(box) {                                        // just a buffer of matrices on the source mesh
    const matrices = new Float32Array(16 * 1000);    // one 4 x 4 matrix per book
    for (let i = 0; i < 1000; i++) BABYLON.Matrix.Translation(...spot(i)).copyToArray(matrices, 16 * i);
    box.position.setAll(0);                          // instance matrices are relative
    box.thinInstanceSetBuffer('matrix', matrices, 16);
  },
};
let scene = null, stats = null;
function build(way) {
  scene?.dispose();
  scene = createScene(engine);
  createRoom(scene);
  const camera = new BABYLON.UniversalCamera('walk', new BABYLON.Vector3(0, 1.6, -2.2), scene);
  camera.setTarget(new BABYLON.Vector3(0, 1.4, 3));
  camera.minZ = 0.05;
  camera.attachControl(canvas, true);
  const box = BABYLON.MeshBuilder.CreateBox('b', { width: 0.1, height: 0.11, depth: 0.2 }, scene);
  box.position.set(...spot(0));
  box.material = paint(scene, 'stock', '#5b3f99');
  ways[way](box);
  stats = new BABYLON.SceneInstrumentation(scene);
  stats.captureFrameTime = true;
  document.querySelectorAll('button').forEach((b) => { b.disabled = b.dataset.way === way; });
  scene.onAfterRenderObservable.add(() => {
    document.getElementById('info').textContent = `${way}: ${stats.drawCallsCounter.current} draw calls, ` +
      `${scene.getActiveMeshes().length} active meshes, ${stats.frameTimeCounter.lastSecAverage.toFixed(2)} ms per frame`;
  });
}
document.querySelectorAll('button').forEach((b) => b.addEventListener('click', () => build(b.dataset.way)));
build('thin');
engine.runRenderLoop(() => scene.render());
addEventListener('resize', () => engine.resize());
</script>