Polygon Budget Calculator
Triangle guidance by platform, asset type and objects in frame, with a source for every number.
Runs in your browser. Nothing is uploaded.
share per object = frame budget ÷ objects in frame
- Character mesh on desktop, legacy Unity guidance (2017)1,500–4,000 polygons · Unity Manual 2017.4
What a polygon budget is
A polygon budget is how many triangles an asset, or a whole frame, can use while the game keeps its frame rate. GPUs draw triangles, so budgets are counted in triangles: a quad is two.
Triangles are only part of the cost. Draw calls, materials, shadow passes, skinning and resolution matter as much, and LODs let distant objects use far fewer triangles. Treat every number here as a starting point and profile on the target device.
How to use it
- Pick the platform and the asset type. The large number is the main sourced per-object value; other sourced values for the same case are listed under it.
- Enter how many objects are on screen at once. Where a frame budget is sourced, the tool splits it evenly between them and shows how much of the frame they use at the per-object value. The even split ignores terrain, effects, UI and shadow passes, so leave headroom.
- The working budget is the lower of the two numbers. Catalog models within it are listed below.
Why some cases are empty
We only show numbers we could trace to a public source. We found none for Switch-class hardware, for PC and console frame budgets, or for some NPC and environment cases, so those stay empty rather than guessed.
All reference values
| Asset | Value | Source |
|---|---|---|
| Mobile | ||
| HeroVRChat avatar on Android, iOS and Quest, “Good” rank (Excellent ≤ 7,500; Poor ≤ 20,000) | ≤ 10,000 tris | VRChat |
| HeroOnly character in a mobile VR demo (CircuitVR robot) | ≈ 11,000 tris | Android Developers |
| HeroCharacter mesh on mobile, legacy Unity guidance (2017) | 300–1,500 polygons | Unity Manual 2017.4 |
| NPCCrowd soldier in Arm’s “Armies” demo | ≈ 360 tris | Android Developers |
| PropRigid accessory limit on Roblox | ≤ 4,000 tris | Roblox Creator Hub |
| PropHard limit for any single mesh on Roblox | ≤ 20,000 tris | Roblox Creator Hub |
| PropSingle model shown alone in Android AR (limit 100,000) | 30,000–50,000 tris | Google ARCore |
| EnvironmentLargest objects in the “Armies” demo (cannon towers) | ≈ 3,000 tris | Android Developers |
| Whole frameWhole frame of Arm’s “Armies” demo at about 30 FPS | ≈ 210,000 tris | Android Developers |
| Switch-class | ||
| Not sourced yet | ||
| PC & consoles | ||
| HeroCharacter guideline for Killzone Shadow Fall (PS4, 2013) | ≤ 40,000 tris | Guerrilla Games |
| HeroCharacter mesh on desktop, legacy Unity guidance (2017) | 1,500–4,000 polygons | Unity Manual 2017.4 |
| PropDota 2 weapon item, LoD0 (LoD1: 800) | ≤ 2,000 tris | Valve |
| PropDota 2 back item, LoD0 (LoD1: 2,000) | ≤ 5,000 tris | Valve |
| VR | ||
| HeroVRChat avatar on Quest, “Good” rank (Excellent ≤ 7,500) | ≤ 10,000 tris | VRChat |
| HeroVRChat avatar on PC VR, “Excellent” rank (Good to Poor ≤ 70,000) | ≤ 32,000 tris | VRChat |
| PropModel in the Windows Mixed Reality home, LOD0 (LOD1 5,000; LOD2 2,500) | ≤ 10,000 tris | Microsoft Learn |
| Whole frameQuest 2 and Quest Pro, Meta’s internally recommended range | 750,000–1,000,000 tris | Meta |
| Whole frameQuest 3 and Quest 3S, Meta’s internally recommended range | 1,300,000–1,800,000 tris | Meta |
| Whole frameWhole VRChat world on Quest | ≈ 250,000 tris | VRChat |
| Whole framePC VR (Rift), per frame | 1,000,000–2,000,000 triangles or vertices | Meta |
| Whole frameApple Vision Pro immersive scene (shared space: 250,000) | ≤ 500,000 tris | Apple |
Reference values come from the linked sources and are guidance, not rules. Profile on your target hardware.
Sources
- VRChat. Performance Ranks (accessed 2026-10-09)
- Android Developers. Geometry | Android game development (accessed 2026-10-09)
- Unity Manual 2017.4. Modeling characters for optimal performance (accessed 2026-10-09)
- Roblox Creator Hub. Rigid accessory specifications (accessed 2026-10-09)
- Roblox Creator Hub. General specifications (accessed 2026-10-09)
- Google ARCore. Using Scene Viewer to display interactive 3D models in AR from an Android app or browser (accessed 2026-10-09)
- Guerrilla Games. Killzone Shadow Fall graphics, GDC 2014 (Michal Valient), PDF (accessed 2026-10-09)
- Valve. Dota 2 Workshop: Technical Requirements, Lone Druid (accessed 2026-10-09)
- Microsoft Learn. Create 3D models for use in the home (Windows Mixed Reality) (accessed 2026-10-09)
- Meta. Testing and performance analysis (Meta Horizon OS, Unity) (accessed 2026-10-09)
- VRChat. Android Content Optimization (accessed 2026-10-09)
- Meta. Guidelines for VR Performance Optimization (PC VR) (accessed 2026-10-09)
- Apple. Optimize your 3D assets for spatial computing (WWDC24) (accessed 2026-10-09)



