To be serious for a moment 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…
"It depends" 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…