Polygon budgets: what Overwatch, WoW and RuneScape taught me
Before making characters for my RPG, I wanted to know how many triangles a character should actually have. Here’s what I found. Some figures are confirmed and some are only estimates, and I’ve kept them separate.
Confirmed or well sourced:
- Old School RuneScape: around 500 triangles per character. Proof that style matters more than polycount.
- Overwatch: a Blizzard tech artist has confirmed about 30,000 triangles per hero plus 15,000 for weapons, with 4 LOD levels that each halve the count.
Estimates (no official numbers):
- Classic WoW models are reportedly roughly 1,000 to 6,000 triangles, with modern ones much higher.
- Valorant, CS:GO and RuneScape: Dragonwilds don’t publish numbers. Comparable games suggest anywhere from 10,000 to 40,000.
What I’m taking from this:
- Pick a budget per art style, not per “quality”. A stylised game can look great at a fraction of the triangles.
- Budget body and weapons separately. Overwatch’s split makes sense when characters can swap gear.
- Plan LODs from the start. Halving at each LOD level is simple and scales well when lots of players are on screen, which matters for a WoW-style game.
My plan is a fixed body budget, a separate weapon budget and halving LOD levels, then testing in Unity to see where performance actually starts to drop.