Original Post
Hello. My program is rendering lots of cubes using hardware instancing and I am lagging even when I am not rendering that many cubes. I ran microsofts hardware instancing demo and I could render 50,000 cubes before I dropped to 30 fps,whereas mine I drop to 20 fps after 4,000.I am using chunked lod to divide the terrain into patches. Each patch has 2 vertex buffers and an index buffer. Does hardware instancing only work fast if I use less vertex buffers? Here is a screen. It is super zoomed in to the cubes so you cant see anything really. Any help or guidance on to what I could do to find the issue would be appreciated.

Thanks.

Thanks.