1) If I have a base 2048x2048 texture, for example concrete, what scale would it typically be on a big flat surface? x4?

2) Is it correct that the bottleneck for the engine now is shader complexity and not polycount? At what point would the polycount for for instance a piece of rubble (or anything else there's going to be a lot of in a scene) be excessive? I've done some test meshes that are 250-350 ish polys each - basically whatever zremesher spat out

3) what's best practice in terms of texture sizes? Right now I'm using 2048 for everything. Is going up to 4096 for very large, tiling surfaces a bad idea?