How much raymarching is too much? and how to smooth a model?


First time posting here.
So I’ve made this raymarching clouds in URP. The raymarching HLSL is copied from the unity cookbook, and 3d texture are made from Houdini.
Clearly it doesn’t cover whole sky so I need to duplicate it.
But meanwhile I’m worrying this might eat up a lot of resources as my ultimate goal is make this game playable on a phone.

So the question is does mobile game usually use raymarchings? and if so, to what extent?
I know the answer might very well depends on projects. But I just have absolutely zero idea how much raymarching is eating the performance…any rough suggestions would do!

Also, the desert in the picture currently has a ridiculous amount of triangles (like 3 mil triangles…)
But if I make any thing less than that, the desert would show clear artifacts.
Is there any tricks to make a low poly terrain looks smoother?

I’ve watched the graphic dev’s GDC talk from Journey. He mentioned something like B-sline filter to smooth the dunes. How do I achieve that?

Thank you in advance! :smile: