   Hardware Instancing Problem
  I've recently implemented hardware geometry instancing in our in-house next gen tool. Everything has been working fine until I discovered a really nasty bug. When a piece of geometry is instance rendered, if the geometry is over a certain tri-count, about 90000, then only one of the instances is rendered properly with all the others having the same bits of missing geometry.I've tried everything and can't find out why this is happening. Does anyone know of any limitations or gotchas with hardware instancing?The problem happens on both Nvidia and ATI hardware.thanks for any help   
  Fear not, I've just fixed the problem.   ;  I am interested in doing instancing too.  Was it a bug in your code, or did you find a work around for a bug in DX?Thanks.   ;  One thing worth considering is that the benefits of instancing are pretty negligible with polycounts like that.  According to the dx docs instancing is most useful when rendering many of the same small object, since all it does is minimize driver overhead and with 80k tris per instance driver overhead is probably not going to be a bottleneck.Sorry I don't know anything about the 90k problem.   