I'm wondering how useful it would be to know the final, in game vertex count of a model - after UV and smoothing splits are calculated. From the polycount wiki I remember reading that there were apparently plugins for Max/Maya that used to calculate this thing, but they were discontinued or not distributed to the community.
So, would the ingame vertex count be useful information when optimising a mesh? While working you can certainly consider where to bevel, where to place seams etc for the lowest count, but it would be silly to try and manually calculate the final ingame count by 'hand'.
Ideally you would be able to see this count in real-time, so you could see your two vertex counts (in software and ingame) both at once. This would be a non-essential but handy tool, imo.
The reason I'm asking is because for Legend of Grimrock (the editor was released today), you have to use a custom model format. This lead to a user writing a program that imports .obj and exports to the custom .model format. However, the program is also a model viewer, and lists the real
vertex count, which I found quite interesting. If you want to check it out, here's a link.
If this is a useful piece of information, why doesn't Marmoset have this info, rather than just Tri count?
Ingame vertex counts, useful information or insignificant?