# render.hd.rt_mesh_proxied

> Talos next · Since 0.7

a static mesh's geometry does not fit HD's ray-tracing vertex and index pools within the device's storage-binding limit, so it traces through an automatic simplified copy (about an eighth of its triangles, between 20,000 and 250,000, fewer only if that does not fit) in place of the full mesh; the copy is rebuilt on each load, not cached, so a mesh of millions of triangles adds simplification time to its load: shadows, reflections and GI see the simplified shape, within the measured self-hit distance; raster stays at full detail. Named once per mesh. A mesh whose simplified copy does not fit either is `render.hd.rt_mesh_too_large`

| | |
|---|---|
| Severity | `info` |

## Meaning

a static mesh's geometry does not fit HD's ray-tracing vertex and index pools within the device's storage-binding limit, so it traces through an automatic simplified copy (about an eighth of its triangles, between 20,000 and 250,000, fewer only if that does not fit) in place of the full mesh; the copy is rebuilt on each load, not cached, so a mesh of millions of triangles adds simplification time to its load: shadows, reflections and GI see the simplified shape, within the measured self-hit distance; raster stays at full detail. Named once per mesh. A mesh whose simplified copy does not fit either is `render.hd.rt_mesh_too_large`

## Fix

nothing to fix; supply a ray-tracing proxy for a mesh of millions of triangles to choose its shape
