I am creating a terrain system using voxels in a somewhat minecraft-like style and I was wondering if there was anything I could do to increase the number of vertices I am able to store (and therefore render).
Based on different suggestions I have read I created a number of "chunks" of size 32x32x32 cubes and all of the vertices for these cubes are pre-calculated and stored in a VertexBuffer. I then have 7x7x7 of these creating a larger map. Therefore this is around 11 million cubes.
I was unable to render all 11 million cubes, so I removed any vertex in the buffer which would be completely hidden by an adjacent block (this removes all the interior/invisible surfaces/vertices). Overall this reduced the number of vertices by a factor of 36 in the simplified terrain example I am using!
However, this appears to be the absolute limit on the number of blocks I can render. This already takes about 1 GB of RAM according to the task manager (although the vertices themselves are closer to half of this - GC and all).
Do I have to simplify my terrain and/or accept this limit, or is there a better way to do this? I previously tried using instancing but that slowed down after only 20,000 cubes or so.