# render.hd.rt_mesh_too_large

> Talos 0.7 · Since 0.7

a mesh's geometry does not fit HD's ray-tracing vertex and index pools within the device's storage-binding limit (the pools are bound whole), so that mesh is drawn but not ray traced (a static mesh first gets an automatic simplified copy, `render.hd.rt_mesh_proxied`; this is for a mesh whose copy does not fit either, or a skinned or morph mesh): it casts no ray-traced shadow and shows in no ray-traced reflection or GI. For a skinned or morph mesh each traced instance takes its own copy, so in a crowd the instances past the limit are drawn but not traced; the skinned meshes' own rest and skin pools are held to the same limit. Named once per mesh

| | |
|---|---|
| Severity | `warning` |

## Meaning

a mesh's geometry does not fit HD's ray-tracing vertex and index pools within the device's storage-binding limit (the pools are bound whole), so that mesh is drawn but not ray traced (a static mesh first gets an automatic simplified copy, `render.hd.rt_mesh_proxied`; this is for a mesh whose copy does not fit either, or a skinned or morph mesh): it casts no ray-traced shadow and shows in no ray-traced reflection or GI. For a skinned or morph mesh each traced instance takes its own copy, so in a crowd the instances past the limit are drawn but not traced; the skinned meshes' own rest and skin pools are held to the same limit. Named once per mesh

## Fix

use a decimated mesh or a ray-tracing proxy for very large meshes (millions of triangles), or run on a GPU with a larger storage-binding limit
