Recently, there has been discussion regarding whether to limit polygon counts. However, we want to avoid overly strict constraints that might stifle creativity.
Given the characteristics of toggling active triangles and the current difficulty in unloading mesh memory, it is more practical to implement limits through this metric.
This approach would help reduce triangle counts, discourage the abuse of blendshapes (shape keys), and encourage users to familiarize themselves with optimization tools.
I propose a hard cap of 200MB for mesh memory, with controls similar to those for uncompressed file sizes, and integrating this into standard rank systems.
For a file with a 500MB uncompressed size, 200MB would be allocated to mesh memory, while the download size limit would also be set at 200MB.
The goal is to solve multiple issues simultaneously through a well-designed hard cap.
This would subtly push the market toward better practices, preventing cases where a single piece of clothing consumes tens of megabytes in mesh memory.
By establishing a substantial yet firm limit, creators will be incentivized to optimize their products for general market compatibility.