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I have a huge model I want to draw in my XNA application but because of its size I am experiencing a tremendous loss of performance.

The model has about ~50 000 000 edges and has a size on disk of 205 MB in DirectX Format.

Please don't ask whether this model has to be that big - yes it has!

Is there a way to transfer the model directly to my GPU in order to let the GPU do the drawing like when transferring a VertexBuffer like this:

graphicsDevice.Vertices[1].SetSource(_instanceBuffers[i], 0, _sizeofMatrix);

because when I try to fill a vertexBuffer with all the vertices I am getting a OutOfMemoryException.

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Probably not possible without chunking the model and loading and unloading the chunks dynamically. – Mr. Beast Nov 19 '12 at 14:32
@Mr.Beast these are really bad news ... – marc wellman Nov 19 '12 at 14:35
Could you give some more detail about your situation? At a certain point you aren't going to be able to see the details on the screen if the whole thing is there, and if you're only ever looking at a subsection, there might be some ways to only send the necessary pieces to the GPU (yet have the whole model loaded in non GPU memory if you need it there) – Lunin Nov 20 '12 at 19:33

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