Vertex limit for VR on Quest Pro/Quest 3 in WebXR VR?

Trying to establish some 3d modelling baselines here for Web VR on Quest 3/Pro, finding that a model with 80k tris and 200k verts total on its own in an empty scene in VR kills performance.
Does anyone else have any baselines they have for vert/tri count for Web VR models?

Original Post on Discord

by user 103054507105067008

Mostly depends on “everything else but vertex count”
e.g. is there lights, how many, are there realtime shadows, is there transmission, how expensive are your materials, are you raycasting on the model all the time, …

Each of this is basically a multiplier