Reducing the number of rendered vertices

Meshes contain vertices inside their vertex buffers and each vertex of a rendered mesh is evaluated by a vertex shader. Polygons are filled between the points marked by vertices. This means that the more meshes, and therefore vertices on the screen, the slower the application is.

To improve the performance of meshes in your application:

See also

Setting the correct size of vertex cache

Setting culling

Loading resources in parallel

Troubleshooting the performance of your application

Best practices