Hi, I’m currently making meshes for my game and I wonder whether my polycount should be lower.
How many tris on active view would be too much for an average mobile user? I usualy try to keep my tris as low as possible, but I still hit ~1.8k for big buildings. If say, you can get 4 of them in view, that would be 7.200 tris, minus the minor meshes. Is this enough to cause FPS drop on low end mobile devices?
I’m not really familliar with how Roblox handles meshes so I can’t say whether it’s a lot.
Mobile devices are pretty weak when rendering, so you’re correct to shoot for as low as you can. Roblox decimates meshes pretty efficiently so it’s usually not an issue except for the most extreme cases (in the tens to hundreds of thousands), but memory issues pop up before then. See below for more info:
More than how many tris are in the active view, a more impactful thing to do to keep performance smooth is to take advantage of instancing (copying, reusing) as many assets as you can. Meshes, Unions, textures, and Parts load in once (or only a few times) and replicate across the game. So a lot of copies a single asset is typically better for performance than a few copies of different assets.
It’s common practice to make the most important assets unique, and reuse as many background assets as you can.
If you’re still concerned, test with a mobile device (or ask someone if you don’t have one), and iterate from there
if you are using blender you can use the decimate feature. I lowered one of my meshes from 3000 tris to a mere 200 without altering the looks of the mesh