I've put together a quadtree/BSP hybrid prototype to test collision detection and occlusion culling in the engine for an XNA game I'm putting together.
As I understand it, one of the optimizations that hardware acceleration gives us is the ability to store vertex and index lists on the card, so that calls to draw the associated geometry don't have to send the model data for each frame.
In a level with a lot of geometry, how do you manage this in XNA? If I were working in OpenGL, for instance, I'd maintain a list of what's in the card, and just send what needs to be updated. However, the high abstraction level of the XNA framework seems to encapsulate that to such a degree that I can't manage it.
Tell me why I'm wrong, or why I shouldn't be worried.