Depends of your platform, shader complexity, the number of GPU context switches and the number of sync points.
Mobile devices for example still have a hard time going over the quarter-million mark and thats assuming the GPU is near 100% usage, which in reality is probably closer to 60%.
Mobile devices for example still have a hard time going over the quarter-million mark and thats assuming the GPU is near 100% usage, which in reality is probably closer to 60%.