Tris count, Whats a bad amount?

Whats considered a bad amount of tris to have in a game? I know this is kind of a instance to instance based question, But for example a game like royale high where theres players who have 3d modelled clothes, big detailed maps, How much should the tris ideally be per character, per set, per map? If there could even be a general rule of thumb on this type of stuff.

Like for example, 3D modelled shoes, whats the maximum tris for that? What about assets like bottoms, tops, hairs?

In-terms of buildings, whats ideal?

Whats the best way to check if a game is stable or laggy? Not just in-game but like the technical side of things. Sorry i’m not that experienced with this stuff so i might not make sense with everything, Appreciate any answers!!

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I think you should try to make your meshes as low poly as possible, instead of trying to figure out how many triangles you can get away with.

if Mesh == LowPoly then RealisticGame:Destroy() end
There is a difference between the artstyle Low poly, and the technical term Low poly. The key component to achieving realism, or just generally getting a non-cartoony look, is not necessarily the same as having a mesh that is high poly, to the point where it’s looking so smooth you can barely see any irregularities on its surface. It is about texturing, and making do with the triangles what you have.

Limitation is key

Limiting yourself is very good practice, so when you ask “What would the ideal tris per character be”, I would probably say 3k. You really don’t need more than that, and it will be optimized for pretty much all devices. That being said, some people using higher end computers, might want something more advanced. In some cases, it might then be a good idea to create another higher poly version of your mesh, that can be toggled on devices that can handle them. Although I would still recommend not going over the 10k roblox limit.

Maps

Counting triangles over an entire map is probably going to be difficult, and I would recommend focusing on the individual probs you plan to implement into this map instead. Again the lower the triangle count, the better. And going much above those 1-3k triangles per object, should be reserved for big and high detail objects, or higher end computers.

I’m not quite sure what you mean by testing if a game is laggy. I usually test my games on multiple devices, before releasing. (Phone, computer etc.)

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