I heard that in modern games mid poly modelling (mid poly + tiny tile texture atlases, anyways...) is much more preferable than classic low poly with hi poly bake. Is that right? And if so - then how hard high polycount hit performance and how much it matters to keep it low today?
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Of course, i'm talking about PC and console. For mobile it's a different story.
This is a graph to get an idea of the general tris count for various models. It goes up to the PS4 gen: https://docs.google.com/spreadsheets/d/1xJmSuBZbdMOlIcdXmO9hu46GJ7-wIiWCclJwimIOJa4/htmlview
High and low polycount are very relative terms, so its like Alex said above.
performance is relative, so its really impossible to answer your second question with a definitive answer. meaning, if you have low triangle count but large textures and complex shaders, that can be worse than lots of triangles. but these days hardware is very good at rendering triangles.
i can't provide you with a triangle count but you should never have sub-pixel triangles. (lods are key)
edit: a word
triangles that are smaller than a screen pixel are not only pointless but also cause seemingly disproportionate inefficiencies when rendering.
In the simplest terms, every triangle that lives in a pixel causes it to be processed again. (this is a gross oversimplification before anyone picks me up on it)
Fwiw @Alex Javor makes a very solid point. You should make quick blockouts, place them in game and determine what level of detail the object actually needs before committing to a final model. Quite apart from the optimisation issues, how do you know how big it should be if you haven't looked at it from the player's perspective?