How many polygons should a 3D model have?

Starting ranges for triangle counts on mobile, PC, web and AR, and why polycount is only one part of performance.

By the threeD editorial team. Published . 6 min read.

“How many polygons is too many?” has no single answer. A budget depends on the hardware, how many copies of a model are on screen at once, how close the camera gets, and what else the frame has to do. What follows are common starting points that teams use before they profile their own project. Treat them as a first guess, not a rule.

Counts below are in triangles, because that is what the GPU draws. A quad counts as two.

Starting ranges by platform

AssetMobilePC / console
Small prop (cup, book, bottle)100 – 1,000500 – 5,000
Medium prop (chair, crate, lamp)500 – 3,0002,000 – 15,000
Large prop or vehicle2,000 – 15,00010,000 – 100,000
Main character5,000 – 25,00030,000 – 150,000

For comparison, here are real, production-quality assets from the sample gallery, lightest first. Counts are measured from the files, including instanced copies.

AssetTypeTrianglesGLB size
Plain wooden tableFurniture196208 KB
Halved avocadoFood68274 KB
Vintage CRT televisionProps1,914280 KB
CroissantFood1,988362 KB
Red oil drumProps2,612399 KB
Tufted leather sofaFurniture2,690215 KB
Claw hammerTools2,753290 KB
Cordless drillTools2,835259 KB
Cassette playerProps3,597429 KB
LemonFood3,986336 KB
Gothic green armchairFurniture3,989352 KB
Rubber duckProps4,098158 KB
Metallic water bottleProps4,226195 KB
Wooden lamp post with lanternProps4,382425 KB
Portable CD boomboxProps5,706331 KB
Red appleFood6,984304 KB
Oak lounge armchairFurniture7,029444 KB
Wooden ukuleleProps8,549539 KB
Twin-bell alarm clockProps8,703438 KB
Metal watering canTools9,312646 KB
Red tool chestTools10,229574 KB
Concrete cat statueSculpture10,842888 KB
Gothic cabinetFurniture11,901695 KB
MegaphoneProps15,744548 KB
Marble bustSculpture16,226623 KB
Laced leather corsetCharacters & wearables17,606868 KB
Vintage microscopeProps18,630842 KB
Vintage binocularsProps18,707939 KB
Porcelain horse figurineSculpture21,524728 KB
Wine and champagne bottlesProps24,7831.1 MB
Vintage rangefinder cameraProps25,7281.5 MB
Industrial coffee cartFurniture27,0801.2 MB
Street ratCreatures27,9031.0 MB
Victorian tea setProps28,844818 KB
Candle chandelierProps29,2021.0 MB
Hurricane lanternProps31,2551.0 MB
Velvet lounge chairFurniture35,1721.4 MB
Weathered boulderNature65,7843.4 MB
Potted plantPlants69,3452.1 MB
Marble chess setProps70,6241.9 MB
Pirate treasure chestProps79,4232.6 MB
Toy car on a display clothVehicles80,9312.5 MB

Web viewers and AR

Product viewers usually show one model at a time, so a single model can be denser than a game prop: 10,000 to 100,000 triangles is common. The tighter constraint on the web is download size. A 30 MB file on a mobile connection is a long wait. Texture resolution and compression usually make a bigger difference to file size than triangle count; resizing the gallery models’ textures to 1024 px and converting them to WebP shrank most of them by over 90%. The measured results are in how to reduce GLB file size.

Mobile AR adds a second limit: the phone is also running the camera and tracking, so keep scenes modest. Standalone VR headsets render two views at high frame rates and are among the most demanding targets of all.

Polycount is not the only cost

Triangles are easy to count, which is why people focus on them. These often matter as much or more:

  • Draw calls. Each separate mesh and material is usually at least one draw call. A 2,000-triangle prop with eight materials can cost more than a 10,000-triangle prop with one.
  • Texture memory. A single 4K texture uses far more memory than most props’ geometry. Use 1K or 2K unless the camera gets very close.
  • Overdraw. Layers of transparent geometry, like foliage and glass, are expensive regardless of triangle count.
  • Skinning. Animated characters cost more per vertex than static meshes, so the number of bones and influences matters.

Use LODs instead of one compromise

Levels of detail (LODs) let you have a detailed model up close and a light one in the distance. A typical chain keeps 100%, 50%, 25% and 10% of the triangles, switching as the object gets smaller on screen. Unity and Unreal Engine both detect LOD meshes named with _LOD0, _LOD1 and so on. The remesh tool can generate the whole chain in one pass.

How to find your real budget

  1. Build a test scene with the number of objects you expect in a typical view.
  2. Run it on the weakest device you intend to support.
  3. Use the engine’s profiler to see whether you are limited by geometry, draw calls, textures or something else.
  4. Adjust the budget in whichever direction the profiler points.

For background on why AI-generated meshes are often dense and how to reduce them cleanly, see quads vs triangles.

Written with AI assistance and reviewed by the threeD team. Spot something wrong? Send a correction.

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