I have a hard time understanding the negative criticism for 3D performance that I've seen, and I don't understand what level of complexity I should aim for in my meshes. I've seen folks apparently making tiling ocean surface chunks that seem quite complex, but I've also seen others who post images of scenes appearing to be +/- 8k tris that they say run very poorly. In all of this, I can't find a great answer about general polygon count.
My meshes are all static/not animated. My first mesh is a little over 2k triangles and it seems fine, but now I'm creating textures and I'm determining what level of detail to aim for in the rest of my meshes, so I thought I would ask for advice.
Can I feel good about having 10k - 15k tris within a short distance of the player?
How much might be too much? I have no frame of reference for Godot's performance with relative polygon count, and I know that I won't be using any rigged objects or animated meshes, and I plan to use only one texture per mesh with no bump maps or supporting textures and minimal shading. Maybe I'm over-thinking it and someone knows off the top of the head from experience?
Thanks!