What does mesh.MarkDynamic actually do? Documentation explains nothing.

I’ve searched around and could not find an explanation as to what MarkDynamic actually does. Just vague information on when to use it.

I need to know exactly what it does so I can best optimize mesh generation in my game.

What effects does this have on memory? Does it change how the mesh.vertices, mesh.uv, mesh.triangles, etc behave when being accessed?

What if I only update a mesh every minute or two and I generate and store the vertices in my own code instead of reading them from the mesh itself?

What does it do?

Traditionally, poorly documented optimization switches often do nothing. Just forever un-implemented placeholders.

And until Unity allows direct creation of tri and quad strips (fully specify each tri? That’s for zoo gorillas who can’t paint,) I’m not expecting great things from the Mesh class.