Let’s keep this as an open conversation. There’s no ‘better way’. Pardon me beforehand if I said something detrimental in any way. (BEWARE WOT) Modders alike, let’s keep LODs' Triangle count down. The game might not be limited by our GPUs but optimizations in this department do improve CPU utilization. I don’t know about you, but most of the time I play I’m within L3 range. I imagine most people play in that range. It only makes sense we lower the triangle count of LOD3 models, right? Now that CXXL is out and comparisons have been draw, it seems to me the game starts to LAG because of DirectX mostly, driven by the high number of draw calls. Personally, I have a concern that will only change when city builder games make use of low level graphic APIs as DirectX 11 (or under) can’t handle thousands of buildings sucking draw calls (even more so if their poly count is high). Draw calls can be anything. They’re usually correlated with the objects being drawn on the screen. You want to keep it down to maintain good performance. The number of draw calls depends on a number of things, including number of maps (in the case of most games), shader passes and lighting. A draw call is command that tells the GPU to render a certain set of vertices as triangles, etc. Each GPU architecture processes a set of primitives, being it triangles or not, in their own way - with new GPU architectures being able to fetch more data per draw call (faster). The problem with High level APIs is they handle the communication between CPU and GPU in a much slower pace than the rate graphic cards process and render triangles, so you end up limited by your CPU. An approach to reduce the number of draw calls is to use bigger maps instead of UVW tilling. Tilling the whole UVW map in the modifier only makes sense if you tile half the textures and/or you don’t want to create a map with a square shape. If you have a 1024-bit map and use two UV tiles you end up with a 1024x2048-bit ‘virtual’ map IRL. Setting 4 UV tiles defeats the purpose of tilling. What most people do is to create Quads, slice geometry into pieces and unwrap them to the same UVW coordinates. That technique is great to increase the pixel density of what would have been a large face. On the other hand, the overhead related to the Triangle count increases accordingly, so are draw calls. The engine can handle maps of any given size (1x1 or 1x2). Sometimes a slightly bigger map can make for smoother gameplay… It’s simple math. You have N_maps x N_models x N_shadows, etc, driving draw calls up. The support for low level APIs is still underway. In the meantime, I think everyone should make his or her best to reduce the triangle count of LOD3. The modding guide doesn’t say much in this aspect. Though many only care about LOD4. I’m not saying everything should be ruled out. Greater flexibility helps the modding community. Hopefully, we can gather a poly count decrease in the future. I think LOD1 or LOD2 'don’t matter' as you have to be up close. Thus, you want LOD1 or LOD2 to have a greater level of detail. My point is all about LOD3. LOD3 max triangle count should be much lower if we want to have bigger cities, map sizes, more stuff in our cities. Like: T1 -> 512 tris T2 -> 768 tris (512 for smaller buildings) T3 -> 1024 tris T4 -> 2048 tris Note that the triangle count is based on the optimal value given GPU primitives processing rate. GPUs handle a set of 2^n primitives per draw call (1024, 512, 256, 128, etc). The higher the triangle count, the higher the draw calls. Sometimes it’s better to up the triangle count and waste less draw calls at the expense of GPU processing power. Always try to match your models triangle count to the closest binary numbers. (The same applies to maps. The pixel per draw call ratio has to be a multiple of 256, 2^8, at least). A large process takes less draw calls than multiple small operations, hence the output is completed more rapidly (and that equals to more Frames Per Second). In every game you are either draw call or memory bound, you'd pick one way of doing things or another. Doing either of them badly screws up everything, and I’m 99,99% sure Cities (X)XL suffer from the same evil as AC:U, too many draw calls. Look at the task manager… That’s why the first core spikes up when you have a huge city.