diff --git a/doc/classes/MeshInstance2D.xml b/doc/classes/MeshInstance2D.xml
index fa6d28c1311..100385d8aba 100644
--- a/doc/classes/MeshInstance2D.xml
+++ b/doc/classes/MeshInstance2D.xml
@@ -4,7 +4,9 @@
Node used for displaying a [Mesh] in 2D.
- Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be automatically created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
+ Node used for displaying a [Mesh] in 2D. This can be faster to render compared to displaying a [Sprite2D] node with large transparent areas, especially if the node takes up a lot of space on screen at high viewport resolutions. This is because using a mesh designed to fit the sprite's opaque areas will reduce GPU fill rate utilization (at the cost of increased vertex processing utilization).
+ When a [Mesh] has to be instantiated more than thousands of times close to each other, consider using a [MultiMesh] in a [MultiMeshInstance2D] instead.
+ A [MeshInstance2D] can be created from an existing [Sprite2D] via a tool in the editor toolbar. Select the [Sprite2D] node, then choose [b]Sprite2D > Convert to MeshInstance2D[/b] at the top of the 2D editor viewport.
$DOCS_URL/tutorials/2d/2d_meshes.html
diff --git a/doc/classes/MultiMeshInstance2D.xml b/doc/classes/MultiMeshInstance2D.xml
index 0d8a0e136a2..40ae215bbe1 100644
--- a/doc/classes/MultiMeshInstance2D.xml
+++ b/doc/classes/MultiMeshInstance2D.xml
@@ -4,7 +4,7 @@
Node that instances a [MultiMesh] in 2D.
- [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D.
+ [MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] resource in 2D. This can be faster to render compared to displaying many [Sprite2D] nodes with large transparent areas, especially if the nodes take up a lot of space on screen at high viewport resolutions. This is because using a mesh designed to fit the sprites' opaque areas will reduce GPU fill rate utilization (at the cost of increased vertex processing utilization).
Usage is the same as [MultiMeshInstance3D].