Guidelines on Polygon Count and Map Size for Performance

Hello creators,
We’d like to share some important information regarding polygon count and map size limits.
As a general rule, the more textures you use, the fewer polygons you can afford to render — especially since the app must run smoothly even on low-end mobile devices.


:triangular_ruler: Polygon Count Limits (Based on Rendering)

Assuming a 512x512 texture size, here are the approximate guidelines:

  • 140 textures → up to 160,000 polygons
  • 100 textures → up to 230,000 polygons
  • 60 textures → up to 300,000 polygons

:straight_ruler: Map Size Limit

The safe and recommended map boundary is:

−100,000 uu to 100,000 uu, centered around the origin — which equals a 2km x 2km area.
(Note: 1 Unreal Unit = 1 cm)


:bulb: Technical Note

Due to the floating-point precision limits in Unreal Engine, excessively large coordinate values can result in calculation inaccuracies.
For example, if you calculate (A - B).normalize() between two characters A and B, and continuously move B toward A using that normalized vector, B should eventually reach A.
However, if A and B’s world positions are too large, precision errors in the normalization process can prevent B from ever reaching A.

If your world exceeds this safe boundary, features like level streaming and precision correction become essential.
Since these features are not yet supported in OVERDARE Studio, we strongly recommend adhering to the map size limits outlined above.

Thank you for your understanding and cooperation!