If you google for "mesh decimation" you will find lots of information about this problem and the algorithms to solve it.
I don't like DAZ offer on two counts:
1) it converts the mesh into tri's before hand (many renderes detest tri meshes and in every case tri meshes subdive badly);
2) it has no provision for creating normal/displacement maps to model the differences between the high and low poly meshes (something game engines require and professional tools do)
in other words, the usual DAZ offer: good for some amateurish NVIATWAS (naked vickies in a temple with a sword

) but not for professional activities.
Blender has better tools and the workflow to create normal/displacement maps. In addition, one of the Blender Google Summer of Code 2010 accepted project is an incredible thing which will be able to automaticaly retopo (with required resolution) a mesh with quads with sensible edge flow!
Bye!!!