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.


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.