While doing some fancy rendering of about 4000 triangles the performance of our application dropped drastically when all triangles became super long and super thin. The frame time increased from 3ms to about 66ms! The funny thing was that this only happens on my laptop and tablet. My desktop PC, with a way better GPU, renders the long thin triangles like any other. I figured the problem probably has something to do with cache misses of the backbuffer when there are a lot of line like triangles. When I changed the triangulation of the same mesh to something where there are are no long thin triangles the performance was great again. Unfortunately this triangulation loses some detail I need.. Will have to figure something out..

Does someone have a better clue of whats going on?