The term low poly is used in both a technical and a descriptive sense; the number of polygons in a mesh is an important factor to optimize for performance but can give an undesirable appearance to the resulting graphics.
In order to decrease render times (i.e. increase frame rate) the number of triangles in the scene must be reduced, by using low poly meshes.
[3] Computer graphics techniques such as normal and bump mapping have been designed to compensate for the decrease of polygons by making a low poly object appear to contain more detail than it does.
[citation needed] Models that are said to be low poly often appear blocky and simple while still maintaining the basic shape of what they are meant to represent.
[citation needed] In addition, there is an element of nostalgia to low poly styles, hearkening to older video game consoles such as the Nintendo 64 or the PlayStation.
[citation needed] There is no defined threshold for a mesh to be low poly; low poly is always a relative term and depends on (amongst other factors):[citation needed] As computing power inevitably increases, the number of polygons that can be used increases too.
The use of low poly graphics as a unique art direction in video games emerged around the late 2000s or early-to-mid 2010s.
In 2014, Richard Whitelock published Into this Wylde Abyss, a short, story driven survival game with a similarly low poly style.