I want to test the limits of my iPhone 4 and wanted to suggest to our character modeler that he should make a 5k character with 2048x2048 diffuse, normal, and specular maps. We would then keep putting the character into the scene until the scene dropped under 30 fps. The game will have a maximum of five characters on screen at one time and is situated inside a cabin. If the game cannot sustain a frame rate over 30fps with the aforementioned setup, we would ask him to reduce the poly count on the character by 10% and try again. My question is if reducing the poly count on the character would require the character to be new texture maps or could the already created texture maps be used for testing purposes. If not, what would you suggest is the best, most efficient way to optimize this approach?