A fairly basic, in some ways, question, but one that many people, myself included, don't really know the answer to. GPU manufacturers often cite extremely high numbers, and the spread between polygon counts that various game engines claim to support often spans multiple orders of magnitude, and then still depends heavily on a lot of variables.I'm aware that this is a broad, pretty much open-ended question, and I apologize for that, I just thought that it would be a valuable question to have on here nonetheless.
How many polygons in a scene can modern hardware reach while maintaining realtime, and how to get there?
gpu;optimisation