Quick question on Unity's Graphics Optimisation documentation

In the Unity manual for “Optimizing Graphics Performance” (Unity - Manual: Graphics performance fundamentals)

it says:
“Generally speaking, aim for no more than 100,000 vertices on mobile”

Does the 100,000 refer to an entire scene, or just the number being rendered in the current view frustum?

If it’s the latter that would seem rather high for a game targeting lower spec devices (iPhone4 for example), wouldn’t it? (although I realise that poly count is not the be-all-and-end-all of graphics performance).

Current view. 100K might be a bit much for an iPhone 4, since it’s quite old and not really targeted for new games anymore. (I mean, it’s limited to iOS 7 and Apple is on iOS 10 now.) Although in that case you’re often more fill-rate limited than polygon limited because of the switch to a retina screen without enough of a GPU bump to make it work well.

–Eric

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Thanks. Just researching as much as I can on optimising at the moment.