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I was going off of this:

> Thus, when vertices are shared, the total amortized storage required per triangle will be 12 bytes of memory for the offsets (at 4 bytes for three 32-bit integer offsets) plus half of the storage for one vertex—6 bytes, assuming three 4-byte floats are used to store the vertex position—for a total of 18 bytes per triangle.

From here: http://www.pbr-book.org/3ed-2018/Shapes/Triangle_Meshes.html

And I they said hundreds of billions of triangle, not just billions (timestamp 6:29), but another commenter made a point that's obvious in retrospect that it's a ton of reused assets, not hundreds of billions of totally independent triangles.



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