This is perhaps not directly opengl related, but I’ll give it a shot anyway.
I have started with my first terrain “engine” this week, and I got it so far that I can split it up in a quadtree and draw it as a vertex array. I haven’t tested any FPS yet because I haven’t written the frustum culling mechanism or FPS counter yet.
Each leaf in the quadtree has 3232 heightpoints, resulting in about 2048 triangles being drawn per section. The whole map exists out of 3232 leafs.
I feel that the amount of tris per leaf is WAY too much, but I want to be sure and like to hear from the experts on this subject what they believe (or have experienced) what the best amount of triangles per leaf is.