   Skipping rendering some instanced geometry.
  Hi there!I'm woring on a RTS game and I've come across a big problem.I'm instancing quads to render the terrain, but most of them aren't always visible (they're off screen). The quads that are not rendered are still processed.A few months ago I used to call DrawIndexed...() for each quad, but I skipped the ones that are not visible (I first checked if they are in the viewing frustum). And I had low FPS.Now I have high FPS when rendering 100x100 quads, but not on 256*256. So how can I skip processing some instanced geometry?   
  Off screen geometry is usually culled efficiently by the GPU.However, even with instancing drawing 65,536 individual quads won't be very efficient. I'd suggest combining them into blocks of say 16x16 quads or more.   ;  Great FPS.100fps when rendering 16x16 quads with 512*512 stored in memory.I'm updating the second buffer (the one with the instance data) each frame to render each visible block of 16x16 quads. And it works rlly good.Thx for the sugestion!   