What is the maximum poly count for Oculus Quest?

Hi,

I am working on the scene which have a city over view, what is the over all poly count which i can use it for this scene to make it run smoothly in Oculus Quest?

This suggests 50,000 - 100,000 polygons per frame: https://developer.oculus.com/documentation/unity/latest/concepts/unity-perf/?locale=en_US

The exact amount will depend on other things, like shader complexity and lighting.

Much more important than polygons is the number of draw calls. Click that “stats” view at the top right of your game view to get some info on that. Try to keep the number of material instances to a minimum, using property blocks and atlases where possible. Keep using the profiler from day one and constantly check your performance. There really is not the one magic rule like “stay below x polygons and you are good”. It really depends.

Thanks, let me check on it.

Thats true, exact numbers we can say, but before unity also suggest some poly counts for android and standalone devices, so i thought that will apply here as well.
As you said we need to keep tracking a draw calls and use a shared material and textures.