Newgamemodder said:
So technically i can have 200 mil at 4K or 1080p?, if so how are the details affected?
I'll do some example to get an approximated answer, just to show i can't do better than you can:
4K: 4.000 x 2.000 = 8M pixels. So if we scale the ship it spans the screen, 200M triangles is too much. If we zoom in to see a details like a FPS would show, 200M triangles might still not show the detail we'd like to see.
So no real answer yet. We add the assumption in your game we will see many ships on screen, and our current model will have an average size of 800 x 400 = 320.000 pixels.
We also target each triangle should cover 10 pixels to work well with current GPUs.
And backsides of ships are culled, so only half of triangles are visible.
Also, many triangles are not all parallel to the screen. They are angled, reducing their pixel coverage. Let's just double our target pixel coverage to 20 to factor this in at least somehow.
We also assume all triangles of the ship are about the same size (which likely won't be the case).
And we assume the model has no interior which we won't see anyway.
We get: 320.000 / 20 = 16k triangles, times two for the culled backfaces = 32k triangles. ('← practical now')
Now assume we can render pixel sized triangles like UE5 would allow, and ignore to factor in angled triangles: 320.000 / 1(target triangle size) x 2(back sides) = 640k triangles.
Now assume we want enough detail to cover the full screen with one ship: 8M / 1 x 2 = 16M triangles.
Now for 8K: 32M x 2 = 64M triangles.
For 16K we get 256M triangles. ('← overestimated utopic wishful thinking?')
So that's simple math, and in the last case i come close to your 200M.
However, it's just guides to give us something. If your spaceship is a cube with no further detail, you'll use just 12 triangles, no matter what's the screen resolution.
So beside theoretical maximums given from pixel densities, what matters mostly is the shapes of your models. If they are flat, you don't need many triangles. If they are curvy, you need much more.
In practice this means you'll use smaller triangle counts than those numbers tell.
And even if engines generate best fitting LOD themselves, you do not want to waste storage by having dozens of 200M poly ships if 4K is the target.
Modeling 200M ships anyways, to be future proof, is not ideal either because we waste artist time.
Now asking: Would using 200M models on HD resolution cause noticeable aliasing like flicker? - Probably no real problem, but depends on the model. Would it cause the engine to slow down? - Depends on engine, but likely to some unknown degree.
So it's not really possible to predict such numbers. It's mostly a matter of mix and match while working on it. This includes testing performance and storage requirements, and you may end up changing your targets during work on the project, or accepting the choices you made before turn out not ideal but still good enough to keep a model as is.