vertices and rendering reduction

I often try to look up how many vertices go in a game level. The common answer was about 100,000 vertices, other game engines cited that they’ve seen millions. But with things like LOD, clipping and Occulsion that decimate vertices or prevent the need to render them, should I just be caring about vertices within rendering distance of my character? In otherwords, I can put a Million vertices worth of objects in my game as long as I only need to render no more than 80k or so at once?

Are large objects like landscapes always using 100% of the resources even though some parts are too far away to be seen?

Am I able to attach an Occlusion plane to my camera to keep everything behind the camera from being rendered? It seems like it would be a handy method to save resources.

In otherwords, I can put a Million vertices worth of objects in my game as long as I only need to render no more than 80k or so at once?

indeed, vertices out of camera range (clipping) will not be rendered, that said those objects are still able to use some resources.

If you make an Lod you should be fine @ 80k, but keep in mind low object count is a good way to go as well.

Are large objects like landscapes always using 100% of the resources even though some parts are too far away to be seen?

i thought so yes, due to it is 1 object you are standing on and looking at miles away. for huge terrain i would advice to look into terrain lod, you can find a few very good examples at the resource section.

Am I able to attach an Occlusion plane to my camera to keep everything behind the camera from being rendered? It seems like it would be a handy method to save resources.

Should be, but why would you do that? Just open another blend or scene.

Thanks for the response. I would do things that seem silly because I don’t know what blender can do.

That seems to makes sense, if it exists in the game then it must exist somewhere in memory. That would include everything from materials to objects. Those would be stored in RAM, right?. Its not just reducing rendered vertices, but reducing that amount of things that exist, like linked objects sharing some of the same information. The GPU would be reserved for rendering the scenes and visual effects, do decimating vertices tools save GPU power then?

I’m about done with my material project for tree making. Then I will be begin my first trial to test and crash my program with my trees. What methods are available to collect information and do a benchmark comparison for performance?

Thanks for the response. I would do things that seem silly because I don’t know what blender can do.

That seems to makes sense, if it exists in the game then it must exist somewhere in memory. That would include everything from materials to objects. Those would be stored in RAM, right?. Its not just reducing rendered vertices, but reducing that amount of things that exist, like linked objects sharing some of the same information. The GPU would be reserved for rendering the scenes and visual effects, do decimating vertices tools save GPU power then?

I’m about done with my material project for tree making. Then I will be begin my first trial to test and crash my program with my trees. What methods are available to collect information and do a benchmark comparison for performance?