I’m finding that the mesh triangle count drops by 200’000 tri’s if I turn off shadow casting on the mesh.
This is strange as I have only the one single light casting dynamic shadows and the mesh is only ~85’000 tris. So how come the shadow casting counts the mesh’s tri’s more than twice?
Does onyone know where this stuff is explained?
Anyone knows what other buffers/passes could take up the other 400’000 extra rendered triangles?
Numbers you see in RHI stats is all tris/vertices in render buffers i believe, which can vary depending on lightning, maybe shading model, maybe opacity and so on