I've been working on generating a forest and at this stage I'm trying to optimize the framerate. The forest contains about 10K trees, each of them having around 1k triangles. I'm projecting shadows. The whole thing looks like this
in comparison to the non-bulked
I don't understand how come I still render 64 out of 100 nodes. With the layout of my forest, I would expect a much smaller fraction to show up from this camera angle (in the non-bulked, the fraction of objects showed is much smaller in comparison to the total)
At close range, I can see an improvement (like x2) from the bulking. Still I see that I'm rendering 44 nodes out of 100
vs the non-bulked
At long range, I see the bulk geometry doesn't use LODs (even though I'm calling it through this
I don't really care that much since I won't be displaying the whole forest very often, but let me know if you see I am missing something)
Do you think there is a way to improve either the bulking, the z-culling or frustrum culling? Is there any other rendering optimization technique that would benefit the framerate?