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
| Target | Triangles per frame | Draw calls |
|---|---|---|
| Standalone headset (Quest 3 class) | 300,000–400,000 | ~100 |
| Standalone, busy scene with several machines | 250,000–300,000 | ~80 |
| PC-tethered headset | 1,500,000–3,000,000 | ~500 |
| Browser on a laptop | 500,000–900,000 | ~150 |
| Browser on a mid-range phone | 120,000–200,000 | ~60 |
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:
| Element | Triangles | Why |
|---|---|---|
| Large curved panels | 90,000 | Faceting shows immediately on a big smooth surface |
| Cab, glazing, interior | 70,000 | Buyers put their head inside it |
| Working end — bucket, head, tooling | 60,000 | The part being judged |
| Wheels, tracks, tyres | 50,000 | Round, and read as cheap when faceted |
| Chassis and structure | 45,000 | Mostly flat, cheap to represent |
| Hydraulics, hoses, detail | 25,000 | Silhouette matters more than section |
| Fasteners and small hardware | 10,000 | Baked 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.
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.
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