Quick demonstration of rendering 1024 patches of 2000 grass objects each dynamically created on the GPU using the geometry shader (which translates into ~4.1 million quads) with my DX11 plugin for DBPro.
Sorry for the bad video quality; I blame it on youtube's compression. The apparent "lagging" was caused by Fraps limiting the framerate while recording, as well as the fact that mouse input is per-pixel rather than relative to the actual movement of the mouse (I should look into that).
Besides the frustum culling built into the engine, no optimizations were carried out; obvious points of improvements would be to render denser grass patches closer to the camera and less in the distance, not rendering grass at all when it is far enough away, maybe using three quads instead of two for the grass objects so that they may be angled to look better from an arbitrary angle, and a proper chunk-based terrain engine (the one in this video is just a single mega-polygon mesh).
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