Description
In #975, we implemented asynchronous RHI texture creation after discovering the RHIAsyncCreateTexture2D function in Unreal. Similarly, there exist RHIAsyncCreateIndexBuffer and RHIAsyncCreateVertexBuffer that seem to suggest we can do a similar optimization for index and vertex buffers. We may in the process even find ways to directly upload quantized buffers. With run-of-the mill tilesets, this optimization may not improve much - but high-quality photogrammetry tilesets (e.g., centimeter-precise models) will almost certainly bottleneck during render thread vertex buffer creation.
As with the RHI-level texture creation PR, we will have to determine how to "link" the Unreal user-level static mesh object to the RHI-level resource. There will probably be a bunch of edge cases and varying support across platforms, but generally I think this should be possible.