I think I might have asked this before, but it’s been a couple years since then at least.
The answer back then was “less is better,” but I’m optimistic there might be more insight this time around.
I would like to optimize my scene(s) during the design phase, which means aiming for a sort of “sweet spot” for the number of faces on a given object.
Here’s a short list of things that will have an impact on this calculation:
- WebXR, developed using Oculus Quest 2.
- Some physical objects.
- Foreground elements, such as a cockpit or ship bridge, with futurist / minimal design.
- Some reflective surfaces, but not many.
- Potentially high number of lights or a lot of lighting effects.
I know this probably comes down to trial and error, as well as hardware specifics that can’t be generalized down to one simple answer. I am looking to avoid reducing graphical complexity below the consensus of a reasonable threshold, while not exceeding a common sense upper bound for the amount of detail.
General and loose terms that I can refine from, if any are already commonly discussed.
Many thanks for any and all insights you may have