#some questions about tris
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different techniques, rendering/culling distance to not draw far away objects. using simpler shaders so that more geometry isnt that much of an issue,
using level of detail models, so that depending on distance to camera the model is swapped to lower quality versions of it
and imposters: if far away, an object can be replaced with a quad with 2 tris (billboard) that is just a camera oriented image of the object
this article also talks about avoiding micro triangles
https://medium.com/@jasonbooth_86226/when-to-make-lods-c3109c35b802
Thank you very much as I am planning to make a game with a very large map area. When I made a rough 3D model for that map, it already fell into about 3 million tris. If we consider other small details, the number of tris will be very large. Your answer has helped me a lot, thank you again.
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