Low-end graphics cards nowadays has a minimum of 4GB RAM and GDDR5 which is fast, models like GTX 1050Ti and RX 560 offers cheap Full HD play at good framerates, faster graphics cards next into the scale are GTX 1060 and RX 570 with approx performance and memory setup are like twice the price…
In general if a game made with your assets are meant to be played in PCs you will succeed even not worriend vigorously… but in the end only PC game developers will be interested in your assets. A really good approach is to make your assets with performance enough for Consoles and knowing their limitations because they stay in the market for a longer time than graphics cards for PCs. By last, developers create a second set of materials for mobile.
If you have too many characters onscreen simultaneously, a material built taking into considerations to have different textures, mask to give them grunge, scratchs, dust, wetness, etc, different normals to add details, then they clearly will offer the variety and modularity you would need. Thats why Substance is a great tool nowadays for texturing, the versatility is too good to be ignored.
If my line of work was modeling and texturing, I would always keep my assets at minimum a standard to work at least with PS4 Pro, since X Box One X is quite more powerfull anything is compliance with PS4 are OK for X Box One X. Having a PS4 Dev Kit would be nice to fine tune. As for X Box, you can use a regular console with Windows in Dev Mode and register at Microsoft to be able to create test builds and run, as far as I know, you can’t with PS4.