When it comes to VR experiences, a major concern in development is maintaining a high frame rate. When the framerate dips bad with VR, players are more likely to experience motion sickness and other issues. To avoid this, things within the experience need to be optimized for performance. A major section of optimization is controlling polygon counts on objects.
An object that is 1.76 million triangles could certainly run in VR, but it would choke out many other aspects of the experience and leave little room for other aspects. We’re working on a project involving a rocket model with such a high poly-count, so I’ve spent the past few weeks on reducing the model as much as I could while retaining important details. Over all the reduction I did, I’ve brought it from around 1.76 million tris to about 93 thousand.