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Author Topic: Poly count  (Read 3683 times)

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Layabout

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Poly count
« on: February 15, 2008, 07:53:34 PM »

Hi, I'm new here, some may know me from the ags forum. I'm not switching sides though :p

I'm just curious about what kind of tri-count is recommended for 3d characters using wintermute. Should I keep it below 2000 or can I go all out with say 6k tris and still have a functional game with a decent frame rate.

I'm sorry if this has been discussed, but I tried searching on the forums for it and couldn't really find anything.
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metamorphium

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Re: Poly count
« Reply #1 on: February 15, 2008, 08:01:09 PM »

Hi,

I'd recommend having main character slightly more detailed (around 6000 polys) while the other (less memorable characters) around 2000. There's no limitation apart from hardware requirements so it's your choice what hardware are you adressing with your game.
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FogGobbler

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Re: Poly count
« Reply #2 on: February 16, 2008, 10:08:57 AM »

Hi!

Sorry, for "hijacking" this thread, but my topic fits in here.

Is there a program that can simulate different computers for testing framerates?

Bye,
Oli
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odnorf

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Re: Poly count
« Reply #3 on: February 16, 2008, 10:22:37 AM »

@FogGobbler

Not as far as I know. And even if it existed I don't see how you could get proper results. I'm afraid that the best way to test different computers is to actually run a project on them.
« Last Edit: February 16, 2008, 01:12:34 PM by odnorf »
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FogGobbler

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Re: Poly count
« Reply #4 on: February 16, 2008, 12:47:52 PM »

Thanks, Odnorf!
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odnorf

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Re: Poly count
« Reply #5 on: February 16, 2008, 01:14:49 PM »

@FogGobbler

If you don't have access to many computers you can always create a demo project and ask members of this forum to test it and report back framerates & their computer specs.
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Mnemonic

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Re: Poly count
« Reply #6 on: February 17, 2008, 09:35:02 AM »

I will only add using the DX9 version with hardware transform&lighting enabled improves the performance quite a lot (for the price of limited number of lights in the scene).
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