That depends on how the triangles shade or if they create artifacts. Long thin triangles can be problematic for certain types of rendering. If you have even more edges in your circle then they become longer and thinner, so you might add a ring around the circle and gradually step the number of edges down as it radiates…
Even in such cases it doesn't prevent you from having perfect shading without any visible pinching by just editing , transferring vertex normals. Nobody used sub-d topology on static meshes in games before. Only on characters. Now it looks like a must for some uncertain reason. Here is an example how with totally "bad"…
I have a question regarding a specific topology situation. It may be obvious for some, but i've never received an "Official" answer, so i might as well ask. Let's say i wanted to model a circle inside a flat face of a videogame prop. To keep the polycount extremely low i then decide to create an 8 sided circle, like this…