Difference in polycount performance?

Is there any difference in polycount performance from UE3 to UE4? Just wondering if I can be a bit more relaxed with the polycount as opposed to UE3.

In general it’s not much about Engine and more about target platform. Things like complex shaders and lighting will start bottleneck your scene far quicker than to much triangles. In general, make something look as good as you can and don’t worry to much how many poly it have. You can reduce them later and there are LODs so just use them.

As side note try to have in each LOD level at least 2x less polygons than in previous one.