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> At this point, there are now other non-CPU bottlenecks. Any method of drawing 700 entities, even basic wireframe?, even with a very high end GPU on a nearly 20 year old game, is significant, and there's no easy way for me to break past this.

I've run into this before - it _can_ be fast if your engine supports some form of mesh instances and exposes it to the user.




Would it be slow still if it recalculates everything?


If what recalculates what?


The mesh calculation meant you are not in control. For simple model ok. For complex one, Realky can optimize eg not calculate anything 3 meter away.


My comment only referred to rendering.




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