I've worked with a lot of artists and tech artists who want to do more to improve framerate, but don't have a good enough understanding of the technical aspects of GPUs and optimization. I wrote this article to help them and anyone else who wants to get a basic understanding of how GPUs work, what affects performance, and what can be done to improve framerate when it comes to art content. Questions, comments etc. welcome!
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I'm assuming it really is a case-by-case basis, depending on how much dividing it up will increase the polycount.
Long thin triangles are actually bad for two reasons; being thin is bad for quad usage as I explained, but being long is also bad due to the rasterization patterns that GPUs use when processing geometry. Some good further details can be found here and here.
But then subdividing a lot to avoid this can produce more edges and so potentially lower quad efficiency and also increase vertex cost, so there's a happy medium in there somewhere. As you say, it's really a case-by-case basis - like a lot of these things, only experimenting and profiling can tell you which will work best in your case.
But as long as your being reasonable about it and not producing razor-thin or really long triangles, I wouldn't sweat the details!