I’ve been working on a custom terrain system in Unreal 5.4, and I recently implemented a mesh triangulation algorithm that let me reduce triangles by a significant margin. However, I’ve been finding that unless I really push it to reduce my triangles by ~40%, I actually lose performance when compared to not reducing my triangle count. The main thing I see in the GPU visualizer is that ‘Raster Passes’ under ‘ShadowDepths’ is increasing, which leads me to believe it has something to do with the virtual shadow maps I’m using. Does anyone know what could be causing this? The mesh before was a perfect grid, and with the algorithm it basically removes verts and re-triangulates the mesh, so I’m wondering if there being a bunch of long mesh strips could be hurting me? Is there any better ways to debug this?