would this remain true for modern higher end graphics cards?
would this remain true for modern higher end graphics cards?
As an example, you could probably represent something like the grip of this FLIR camera in a couple hundred polygons and surface/curve definitions to help the rendering engine tesselate correctly. On the other hand, this overall scan is 357000 vertexes. Sure you can simplify it and bake a bunch of the texture into a normal map, but that then requires manually reworking the texture map and various other postprocessing steps to avoid creating a glitchy mess.
In practice a a 3d artist could very easily create low poly models for these objects. For that low poly replica the high poly model can serve as a useful reference. (But to be honest many artist can just look at images of the object and do the same.)
This is not even hard, on the order of minutes (for something like the Rosetta Stone) or days (for something seriously detailed).
In this case where there is a will, there is a way. In fact this "reduction" step very often part of the game creation pipeline already. Monsters/characters/objects very often get sculpted at a higher resolution and then those high resolution meshes are reduced down to something more manageable (while they bake the details into a bump map texture, or similar).
A bit simplified but yeah. In the industry I think it's commonly referred to as "cleaning up the topology" or "simplifying the topology" where "topology" is the structure of the mesh essentially. You'd put the scan/model through something like this: https://sketchfab.com/blogs/community/retopologise-3d-scans-...
> is this true with top spec machines too?
Games frequently feature 100s (sometimes 1000s) of models at the same time, so the optimization of each model is important. Take a look at the launch of Cities Skylines 2 for an example of a game that launched without properly optimized 3D models, the performance was absolutely abysmal because the human/resident models were way more detailed than justified for a city simulation game.
It would be much easier to simply have a 3D artist create the object anew from scratch, in a format and resolution that best fits the game.