> This mesh of a pile of logs is similarly only used in the shadow rendering pass, and features over 100K vertices. But… why?
Because it is one of the 1,000,000 things to pay attention to in game development. Someone or some software probably just made a mistake in setting up its LOD. Or some dynamic LODding code didn't properly cull the LOD0 mesh. Or that code couldn't be finished in time. Or it was something else. It's completely normal in AAA games to have a few imperfect and in-optimal things. Budgets are always limiting, and developmen…
What I don't understand is - how did they not notice that the performances was horrible even high end hardware? How did they not decide to take the time to investigate the performances issues and find the causes we're talking about now?