We currently have a scene which contains over 700 trees, in 10 varieties. Each tree has two levels of detail, the highest level consists of 2,500 tri's, while the lowest level has around 1k tri's.
We have been placing the trees manually to ensure that they appear in the correct locations. Regarding CPU/GPU performance, is this the most efficient way to place vegetation, or would it be more suitable to use a mask within 'MeshClutter' to achieve a more stable frame-rate. Is there anything else that could be implemented to achieve a more stable frame-rate?
Thanks