Grass Cell Sizes: You can pick different cell sizes per grass type and it can impact both CPU and GPU performance a great deal. Each grass model is culled in a separate call, so separate sizes are easily accomodated. In contrast to tree instances, grass instances are not individually culled. If the cell is in the frustum, then every instance in it will be rendered. This cuts down on CPU usage greatly, but can be hard on the GPU for high densities. To strike a balance, smaller cell sizes can be used. In fact, we recommend smaller cell sizes for high density grass, and larger sizes for sparser populations like rocks or boulders.
By way of example, the reference application's Plantation forest (modeled in feet) uses cell sizes of 20 for the high density grass, and up to 100 for the rocks and butterfly models.