How many HISM low poly "landscape tiles" is it okay to have?

Please be patient - I’m entirely self-taught in UE5 and still very much learning. I am not a programmer.

I don’t know if it matters but I’m using UE5.5.4

For context, my setup.
My landscape is made up of Hexagonal tiles that are spawned procedurally where the X and Y are based on a predefined grid and the Z is based on a Perlin noise.

This all works as intended.

My Question
How many of these hexagons can or should be generate?
Currently, the system is theoretically infinite, players could keep generating new tiles indefinitely. I’m trying to determine whether I should place limits on this, or if that would even be necessary.

I’m probably overestimating how long people will want to play :grinning_face_with_smiling_eyes: but I like to prepare for the worst (or I suppose the best) case scenario. I would estimate that the average game would get into the lower thousands of instances though.

I have considered the option of converting my 5 meter wide hexagons into 50 meter wide hexagons so that the player would increase their number at a much slower rate but 5M hexagons look so much better, it feels like a waste.

Am I overthinking a non-issue?

A few notes for reference:
The number of hexagons visible to the player wouldn’t go over approximately 500 using the 5 meter hexagons due to the zoom constraint on the camera.

Would it make sense to de-spawn and re-spawn tiles as they move on/off screen? Or does HISM already do something like this by itself?

Each hex tile has 36 vertices and 20 triangles.

If any more details are needed, let me know and ill update asap.

Thank you for taking the time. I really appreciate it.

Hey there @David_Oaken! The answer to this question is dependent on your game and exactly how it operates. For example, a game where you need a million of these hexes visible? Likely not ideal. However at 5 meters across each? It could be feasible depending on quite frankly way too many factors. It’s almost always best to test the performance overhead with your target hex count and some intensive gameplay going on at once to be able to get a solid answer.