Blitz Polygon Limits?

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I am currently working on a new VIS occlusion system for my engine. The map is clustered automticly. This already allows to skip rendering all parts that are not within the camera view range or behind its back. A similar example is in the code archives (ClusterizeMesh). Adding VIS occlusion is a lot more complicated.

Gauge. the max number of Polies is at least 32000 Triangles and about 64000 Vertices on every surface of a mesh. The max. number of Tris in a scene is not defined AFAIK, but when your machine is freezing then it may be too much.