How is Falcor able to load 3 billion triangles scene?
I saw this exciting result at GDC 2022:
https://research.nvidia.com/publication/2022-03_research-advances-toward-real-time-path-tracing
But when I loaded the scene of 300 million triangles, Falcor informed me that I had exceeded the capacity of the Vertex buffer:

Is there a problem with the way my scene loads? :(
There is currently a limitation to the number of unique triangles as we don't split geometry into multiple buffers. Most of our demo scenes use a fair amount of instanced geometry, so you can get way more instanced triangles than there is space for unique triangles_. This limitation is currently being refactored but it will take some time to land.