Maximum detail level on static meshes

Hi

I was wondering if there is a maximum, or some rule of thumb, on how many edges/faces/vertexes/triangles a static mesh may have before it affects game speed.
Should i watch the count, or just bounce up the subsurf scattering levels?

What you aiming for?

Kind regards

I mainly look at the tri count -> it will affect the performance when you use too many high poly meshes :slight_smile: There is no “good” rule for the tri count, because it always depends on your game (level size, style,…)
The performance also depends on the complexity of the material, the lightning, post process effects, actors,…

Everything affects game speed, you just have to test and see how far it goes before it’s too slow.

I have a map with 2 200k statues (just because I can) and the frame rate does not even blink. I also had 700+k player models running around and still no problems.

So no there is no “fixed” limitation like there are in other engines so in my opinion the ideal would be to build it first and then optimize to something more reasonable under practical game play conditions.

That is not to say one does not have to be smart about asset usage but you don’t have to stress over exceeding limits and having the engine complain about it.