@GDCPresoReviews Note that this is one of the few common, and endorsed, uses of GS, for this exact reason. It's not adding any waste, and it's doing the data amplification in a shader rather than making a 4x larger vertex buffer or similar that would need to be uploaded and streamed into the shader.
Okay, final question: I mentioned the memory concerns before, but what memory are we actually talking about? This is where we really get into the weeds.