Robo Recall polygon count was 1.8 million? Was this for the whole level or number of tris on screen?

I saw this video and they mentioned they had an average of 1.8 million polygons but they didn’t say was that the whole scene/level or the number of tris on screen in a given frame. What did they mean? I would like to know a good number to have to ensure my game runs smoothly.

Most likely both, usually entire levels are greater in poly numbers than 1.8 million, this also depends on the type of game.

Consider also that as long as you don’t have realtime lighting with shadows illuminating the scenes then this number can be further pushed upwards.

In case of Robo recall given that its VR and mostly unlit you can easily get polys in the millions without really losing performance.

You can download the mod tool and take a look.

What do you mean by it was “mostly unlit”?

Also, it was suggested to me that I use forward rendering and enable “force no precomputed lighting” to emulate the look of 1980s-early 1990s CGI, so I think I can only use dynamic/moveable lights in my project. How true is it that moveable lights aren’t that expensive as long as only a few (one?) casts shadows while the other do not??

Small light radius and shadowless lights are pretty cheap. But still more expensive with the forward renderer.

As in, more expensive than deferred renderer or more than static/stationary?