Hiya, I noticed a few other posts like this but they seemed a few years old so I wanted to recreate the post with updated info.
I'm hoping to find out how many polygons an asset would have roughly.
Let's use a PC game as the platform and Rainbow Six Siege as a game reference for quality, what would the polycount roughly be like for:
A small prop such as an alarm clock
A vehicle which is not interactable and as a environment prop
A gun held in-front of the player
Thanks for the help!
Replies
Triangles are pretty cheap these days, but you can start running into problems when you get lots of tris that are smaller than 2x2 pixels. With dynamic resolution or upscaling, you want to consider this before the upscaling.
Were also still in the cross gen phase and next gen standards are don't really exist
And there's potential for tech like Nanite to throw what we know out of the window.
the closer to that you get, the less annoyed your tech art team are going to be
The important thing is to avoid subpixel triangles.
If a triangle is smaller than a pixel it serves no purpose. It's a waste of memory and it will cause bottlenecks in rendering
For hero/individual assets less about total triangle count and more about screen coverage.
For modular pieces you need to think about how many are on screen, which Lod level they are using and again pixel:triangle sizes.
surely you could have two sometimes?