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Too subjective.
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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.
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.
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.
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!
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.
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)
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".