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can someone smarter than me tell me if the "polygon counts aren't really a performance bottleneck anymore" thing is true. how banban-esque am i allowed to get with my models

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Or depends on how much is onscreen at once. A single high def model doesnt matter, but if EVERYTHING is, it's bad. Only ever use exactly what you need, and try for less.

Other people have answered the way I would have. As with all manners of optimizations you shouldn't obsess over it too much unless it is a genuine bottleneck. However. What really brings a GPU to its knees is "overdraw". And lots of small (relative to the screen) polygons will do that more often.

i assume there's a specific context where that was said that im missing but with the small 3d render knowledge i got, it still matters to an decent extent, a few 50k tri models arent going to instantly break the budget for most machines when using vulkan or dx9/10/11, but its still good to optimize-

since, depending on how many times that model may need to be drawn, the costs start stacking pretty quickly. but usually frustum & backface culling, lod, mipmaps etc can do a good bulk of the work now when it comes to getting 3d stuff to not run like ass.

but also as a someone with of knowledge in actually making 3d models, avoiding unnecessary topology, especially on textured/rigged models or something meant to have raytraced lighting can avoid a headache down the line