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Polygon budgets that hold 72fps on a standalone headset

A standalone headset such as a Quest 3 holds a stable 72 frames per second at roughly 350,000 triangles per frame, with around 100 draw calls. A production CAD assembly typically arrives at two to four million triangles — so the honest number is that between 85% and 92% of the geometry has to go, and which 8% you keep is the entire craft.

Why 72fps is not negotiable

On a screen, a frame rate drop is an annoyance. In a headset it is a physical symptom. When the image lags behind head movement, the vestibular system reports motion the eyes do not confirm, and the result is nausea within minutes. Below about 72fps this becomes noticeable to most people; below 60 it becomes unpleasant for nearly everyone.

This is why a VR budget is a hard ceiling rather than a quality setting. A machine that looks slightly less detailed is a machine a buyer can stand next to for ten minutes. A machine that looks perfect at 45fps is a machine they take the headset off during.

The working budget

TargetTriangles per frameDraw calls
Standalone headset (Quest 3 class)300,000–400,000~100
Standalone, busy scene with several machines250,000–300,000~80
PC-tethered headset1,500,000–3,000,000~500
Browser on a laptop500,000–900,000~150
Browser on a mid-range phone120,000–200,000~60
Working budgets used at NovaVR. Per frame, not per asset — everything visible at once shares the total.

Two things about this table catch people out. First, the budget is per frame, not per machine: put three machines in one showroom and each gets a third. Second, draw calls often bite before triangles do. A machine built from four hundred separate small parts, each with its own material, will stutter at a triangle count that a well-consolidated model handles easily.

How the budget divides across one machine

For a single machine presented at 350,000 triangles, a typical division:

ElementTrianglesWhy
Large curved panels90,000Faceting shows immediately on a big smooth surface
Cab, glazing, interior70,000Buyers put their head inside it
Working end — bucket, head, tooling60,000The part being judged
Wheels, tracks, tyres50,000Round, and read as cheap when faceted
Chassis and structure45,000Mostly flat, cheap to represent
Hydraulics, hoses, detail25,000Silhouette matters more than section
Fasteners and small hardware10,000Baked into normal maps wherever possible

Where the savings come from

Normal-map baking

The highest-return technique by a wide margin. Surface detail — bolt heads, weld beads, cast texture, tread pattern — is rendered from the high-resolution geometry into a texture that describes how light should behave, then applied to a far simpler mesh. A bolt that cost 400 triangles costs none. On a typical machine this alone accounts for 30–40% of the reduction.

Removing what is inside

A production assembly models everything, including hundreds of internal fasteners, bearings and brackets that are never visible with the panels on. Unless you are building a cutaway, all of it goes. This is usually 20–30% of the triangle count for zero visible change.

Consolidating materials

Every distinct material is a draw call. A machine arriving with forty materials — twelve of which are marginally different greys — gets consolidated into six or eight. This does nothing for triangles and a great deal for frame rate.

Level of detail

Two or three versions of each machine at different densities, swapped by distance. A machine across the hall does not need its full budget. In a multi-machine showroom this is what makes five machines possible at all.

What you should not economise on

Silhouette, and anything the buyer will stand close to. A saving that shows is not a saving — it is damage. In practice this means keeping the outline of every curved panel dense, keeping the cab interior generous, and taking the triangles instead from structure the buyer will never approach.

Want to know what your machine reduces to?

Send one assembly and we will report its triangle count, its draw calls, and what it would come down to for a headset — with the specific decisions named.

Send us your files →

Common questions

How many polygons can a VR headset handle?

A standalone headset such as a Quest 3 holds a stable 72fps at roughly 300,000 to 400,000 triangles per frame with about 100 draw calls. A PC-tethered headset handles between 1.5 and 3 million. The figure is per frame, so everything visible at once shares it.

Why does frame rate matter more in VR than on a screen?

Because a dropped frame in a headset causes physical discomfort rather than visual annoyance. When the image lags behind head movement the vestibular system registers a mismatch, and nausea follows within minutes. Below about 72fps this is noticeable to most people.

How much of a CAD model has to be removed?

Typically 85% to 92%. Production assemblies arrive between two and four million triangles and a standalone headset budget is around 350,000. Most of the reduction comes from baking surface detail into normal maps and deleting internal components that are never visible.

What are draw calls, and why do they matter?

A draw call is one instruction to the graphics hardware to render a batch of geometry with one material. Each carries overhead, so a machine split across four hundred parts with four hundred materials can stutter at a triangle count a consolidated model renders comfortably. Roughly 100 draw calls is the standalone ceiling.

Will a reduced model look worse than the CAD render?

Different rather than worse. A CAD render is a still image with unlimited time per frame; a real-time model has 13 milliseconds. Where the budget is spent on silhouette and the surfaces a buyer approaches, a real-time machine reads as convincing — and it can be walked around, which no still can.

Can the same model run on both a headset and a phone?

With level-of-detail versions, yes. We usually deliver two or three densities of each machine so the same project runs at 350,000 triangles in a headset and around 150,000 on a phone without a separate build.

Related
What a STEP file loses →
The conversion, and what it discards
Which CAD exports arrive broken →
And how often, by format