This has been the problem with 3D graphics from the start, how many polygons can we use?
The answer is: no one knows.
There was a time where using alpha maps where used to make geometry look more complex; that was when computers had strict limits on polygons. These days computers can render millions of polygons but alpha sorting is much more expensive than it ever was; so doing the same thing will result with people calling you a fool.
So how do you know just how much geometry you can use?
Here is the rule of thumb: 64 000 vertices per draw call.(For optimized engines like Unreal and Unity).The thing is if you don't use the full 64 000 vertices per draw call it's still going to cost the same.
Except how many vertices each mesh has is hard to know. Because smooth groups and UV maps add to the account. So a simple object like a wall with bricks will have a simple almost flat UV map and no need for smooth groups, so can have lots more geometry. A motorcycle will need lots of uv maps for the complex shape and lots of smooth groups for the different materials, so will have less vertices.
Then there is the fact that there is no rule that one object should only have one draw call. Main characters in the game will often already have more than one material. In Dragon Age 2 the characters had many materials and so the characters had huge amount of polygons(> 182 000 even on low), the environment shared one material so objects in it like chairs where only in the hundreds(200 - 600 polygons).
It depends on the computer, the artist, the game type and the model. So no one really knows.
On 9/27/2017 at 7:38 PM, JoeJ said:
'We' means programmers - programmers need to solve this, artists should not need to care. Actually they spend way too much time on high to low poly conversion, creating UVs etc. That's why i believe in automated tools.
It's important for the artist to care, not caring would put a lot of extra pressure on the programmers and would allow the artist to shift blame. Team work is always important.
Auto tools can't do complex things yet and when they can they will be as smart as humans, so a artistic hand guiding it is important. Then there are the times where the auto tool makes such a mess you are better off without it.
On 9/27/2017 at 7:38 PM, JoeJ said:
To me the perfect reference is looking SD or highly compressed video. It has only little detail and it's blurry, but it looks 1000 times better than any game graphics. It proofs we can remove a lot of things.
Removing things is fine for videos where everything is batched, nothing is going to change suddenly.
So in a movie you can spend a few minutes compressing data, because you will only do it once. In a game textures have to be compressed at real time and uncompressed when used, so a heavy compression like the ones used in videos would reduce performance not gain it.