My current hardware doesn't run S&box very well. So I can't tell if this is optimized enough...
Uses the magic of
GPU instancing combined with CPU chunk processing to render thousands of grass blades.
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There is also some procedural terrain so you don't have to walk around the same terrain every time you want to stare at grass blades.
There was a lack of documentation on how buffers are implemented in S&Box. So further optimization was not possible.
It took me a month to learn C# and understand all of this tricky documentation. But I'm happy with what I have achieved.