Coming back to this problem:
Why is the SkiaRenderer not usable in a lot of instances?
In the example patch the frame rate already dies at 100 instances.
Because of this I have to build some really annoying and complicated constructs to mix skia and stride in my project. Is this a technical limitation of how skia is integrated into stride? @Elias
I fear so yes. There’s a rather expensive context switch involved for each Skia render pass. The SkiaTexture on the other hand only needs one context switch (no matter how many are used) and renders all textures up front before Stride rendering starts. Maybe you can make use of that knowledge in your scenario?