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This question was closed Jun 28, 2015 at 03:52 PM by meat5000 for the following reason:

Too subjective.

All answers are valid for all of 2 minutes.

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Question by Keith Adler · Aug 03, 2013 at 01:55 PM · modelspolygon-count

Mobile model poly counts

What is the recommended polygon count on primary models for games targeting mobile platforms (lead character, environment, etc.)? I am in the process of licensing assets and want to make sure I am doing so wisely.

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Answer by Jamora · Aug 03, 2013 at 02:42 PM

The recommended polygon count is as few as possible while still having models that look acceptable.

You can fake a lot of geometry with graphics trickery, bumpmapping springs to mind. I'm not a graphics person, so you'd do well to do some research on the topic.

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Answer by AXXE78 · Aug 03, 2013 at 02:49 PM

It really depends on what kind of game it is, what kind of environments/characters, how many characters/objects are on screen, how complex is the environment, etc.

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Answer by MixPix · Dec 18, 2014 at 02:30 PM

Don't know how high you can push it, but I can report that about 3k poly characters in 8-9k environments works fine even on an ipad 2!

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Answer by vfxjex · Jun 28, 2015 at 03:24 PM

check this link

Mobile probably can take around 30k triangles with around 30 draw calls or batch render.

beyond that the game will experience a log or frame rate drop. well that is also basically depends on the mobile target.

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avatar image meat5000 ♦ · Jun 28, 2015 at 03:45 PM 0
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I think ive been warped back to 2010

The recommendation is : less is more

But realistically, modern Android devices can easily handle half a million tris and ~500 drawcalls. (As of 2015)

avatar image vfxjex · Jul 05, 2015 at 09:24 AM 0
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Not all users have modern devices. you have to consider the range of devices you are targeting. in Nexus 5 30k traingles with around 30 draw calls will give you at least 60fps in Sony Z3 or Samsung S5 and higher can take more than that.

as what I have said "that is also depends on the mobile target".

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