by Thorsten » Thu Dec 08, 2016 6:07 pm
For the record, 14.000 this is a completely unproblematic number. In this region, it matters far more how your model is organized, i.e. you should have as few distinct objects as possible and if feasible have all textures organized on one sheet (this will minimize draw calls - during a draw call, the GPU can process tens to hundreds of thousands of vertices without a strong performance impact, but starting a new draw call always costs performance.
100.000 to a million start making trouble (dependent on the GPU)
For comparison, I think I once counted that trees gave me a good six million vertices in the scene - but they're organized in very few draws.