How many polygons is too much for the Samsung Gear VR?

Hopefully I have worded my question correctly. I am creating a Garden (not that big) for the Samsung Gear VR. As my style is low-poly, I am pretty much creating everything in 3D, no images are being used for the grass or flowers. It is not a huge garden, but it needs to be populated with vegetation. This example shows you a section of grass/bush I am using. It has 1122 faces, and I need about 4 or 5 of these scattered around the Garden. I am trying to keep everything to 1 face side (so no extrusing so it looks thicker, I can just turn cull off in the shaders).
I am using vertex painting for textures so there will not be loads of material files in Unity project.
Especially as its my first time creaing a Garden, it is something that is proving challenging and also exciting to work on!

So how many polygons is too many for the Samsung Gear VR to not …work/perform properly? Or not to function or lag? I am not sure how to word it correctly.

p.s I have a feeling that it is quite a broad question, and relies on many other factors that can determine the performance of the project being played in the Gear VR

Thank you

  • 50 – 100 draw calls per frame
  • 50k – 100k polygons per frame
  • As few textures as possible (but they can be large)
  • 1 ~ 3 ms spent in script execution (Unity Update())

https://developer3.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/

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