I noticed that drawing tens of thousands triangles with DrawPrimitive produces a high CPU load. With an AND X4 955 the number of triangles is limited to ~300,000 at 30fps.
The triangles are used for terrain and are stored in a VerticleBuffer which is filled at startup. There are no textures (only color and light). Terrain is devided in pieces of 600 verticles (which make 200 triangles) to reduce computing when parts of the terrain get changed.
How can I increase the performance? Currentry it's not sufficient, especially for slower PCs. Will the behavior change if I use greater/smaller terrain chunks? Thank you.