Historically yes, and even more so with modern systems which optimize around modern best practices. For example, Unreal Engine's Nanite breaks geometry into hierarchical clusters of triangles.
If the triangles are long and thin, they end up stretching across the screen and mess up Nanite's hierarchical streaming and culling system.
Shading artifacts also crop up on long, thin polys.
Dense geometry with hierarchical streaming will perform better on large datasets than sparse geometry with long thin triangles and traditional approaches.
Historically yes, and even more so with modern systems which optimize around modern best practices. For example, Unreal Engine's Nanite breaks geometry into hierarchical clusters of triangles.
If the triangles are long and thin, they end up stretching across the screen and mess up Nanite's hierarchical streaming and culling system.
Shading artifacts also crop up on long, thin polys.
Dense geometry with hierarchical streaming will perform better on large datasets than sparse geometry with long thin triangles and traditional approaches.