Metal Ray Tracing per-primitive data size

Hi experts, I'm working on PathTracer using metal-cpp and I use per-primitive data from you latest presentation: https://developer.apple.com/videos/play/wwdc2022/10105/ and described here: https://developer.apple.com/documentation/metal/ray_tracing_with_acceleration_structures

Currently I want to store something like this structure:

struct Triangle
{
    vector_float3 positions[3];
    uint32_t normals[3];
    uint32_t tangent[3];
    uint32_t uv[3];
};

Are there any guidelines on size of this small amounts of data that I could store in acceleration structure? And if it stores inside BVH nodes -> that could affect traversal performance. Thanks!