My game is targeted at PC (Mid range capabilities) Anyone have a good chart, or idea of how much is too much for LOD zero? this is a typical forest scene, so there will be a good bit of trees/rocks/etc around.
For an entire scene, it varies so much. Plenty of games modern have up to 1-11 million tris on screen at a time. What you should be optimizing for is avoiding having lots of triangles that are smaller than 2x2 pixel grid that GPUs render in.
http://blog.selfshadow.com/2012/11/12/counting-quads/
The viewmode is called quad overdraw in UE4.
Thank you, ZacD.
Another note is that vertex shader is run on batch of vertices depending on GPU model. So going under 32-256 might not benefit vertex shader pressure at all. Tiny triangles still remain as problem.