I am stumped as to why 200 static meshes consume far more GPU resources than 1500 identical meshes in a game using the same platform and engine. What did I do to optimize the 1500? Or what did I do wrong to overload these? Is it just that I spawn them faster (it is a much simpler algorithm to spawn them all)?
There are only 2 total meshes, split down the middle for distribution, but it doesn't matter if I just pick one of them.
I went through the rendering configuration. Identical.
I double-checked the settings on the meshes. Also identical.
I'll try adding busy work to the algorithm to see if hitting the GPU too fast (?) is problematic. It's Vulkan griping, and that's always swell. It has exactly 1 set of textures to replicate. AAAAAAAAA!
Weird weirdness.