So I imported one of Grass 3D assets from Quixel, build a very small very simple landscape and simple landscape material, just 3 layers and grass type node.
there’s 3 separate meshes in this asset and I show only one of those here, but I think all 3 causing this problem.
Culling set from 200 to 1000 unreal units on all foliage meshes, density 300 on all 3, decals, dynamic shadows, CPUcopy are off. Enable Density Scaling is on.
If I set up very aggressive LOD transition where LOD2 will occupy most of the screen and it renders 1ms slower on my machine(7700k+2060) than rendering twice triangles showing mostly LOD1 instead.
I see triangles drawn at 1 200 000 with LOD1 and 900 000 with LOD 2 and LOD2 despite 300 000 less triangles drawn runs slower - about 2ms slower.
Draw calls are at just 400 or so.
Why this is happening?