Original Post
Which of the following would yield higher performance: Rendering 4 128x128 patches of terrain using 16bit indices with 4 different calls to bind the vertex buffers and textures Or Rendering 1 256x256 patch of terrain using 32bit indices with 1 call to bind the vertex buffer and texture. I'm asking because I'm trying to design a terrain paging system and I really want to use 16bit indices, and I wanted to have each 'page' be a 256x256 patch of terrain. But with geomipmapping, my patch would need to be 257x257, which 16bit indices cannot index. So I'm forced to lower the patch to 129x129. So my question is if I use 16bit indices with 129x129 patches, will this improve performance over using 256x256 patches with 32bit indices? Or is the performance gain from using 16bit indices neglible in this case? And this question is for graphics cards ranging from Nvidia 5600 - 7900 and the same for ATI.