Firstly, I was surprised I did not find a thread like that here(I hope I did not miss it.)
So what is the right number of polygon count or better triangle count, since this is what BGE renders from what I've read.
- Is there a max tris count number that I should not exceed?
- Is there a default tris count number for small(ornaments)/medium(furnitures)/big(houses/terrains) that I should be aware of? Experienced BGE users should propably have an idea. Or do I keep checking till the fps drops and try to dissolve meshes afterwards?
- Objects in different layers or stand-by scenes that might appear briefly or not appear at all in the game affect the fps? For example, meshes in different layers that replace other meshes through actuators or meshes in overlay scenes that get added briefly and are removed/suspended afterwards.
- And at last. Objects with dynamic physics or objects with animations or characters with armatures or in general objects that interact with one way or another, do they need lower poly count than a similar one that would not act like the above and let's say would remain static and act as a decorative level asset?
I really think there is a connection in the 4 above question-points. If you doubt it I can split them to more questions. My search so far has shown that there might not be a definite answer but more experienced users can judge better.