How high-poly of assets can Unreal handle, keeping 90 fps in VR?
How good/bad would it be, frame-rate wise, to have maybe 5-10 animated blueprints, where the meshes are 3D models with about 5,000 polygons and 2,500 vertices, in VR? Is this something that Unreal could handle in VR while maintaining 90 fps? 5,000 polygons would generally be considered quite low-poly, but not so low poly that maintaining frame rate wouldn't be a concern. I'm just a bit cautious because, I'm willing to spend a bit of money on TurboSquid to buy the rigged and animated 3D models, but I wouldn't want to do so if I couldn't hit 90 fps in VR because of unacceptable poly counts. Can anyone give clarity as to how easy it would be for Unreal to handle assets with several thousand polygons? Thanks!
asked Jul 17 '16 at 02:26 AM in Rendering
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