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FPS Creator X10 / What the Triangle/vertexs limit allowed in X10 until it creeps?

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Orrion Carn
13
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Nov 2007 00:37
Is it the same as FPSC's 4000 triangle limit?



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Black Terror
14
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Joined: 22nd Mar 2006
Location: Pulse Game Development
Posted: 22nd Nov 2007 04:27
Definitely not.


Custom graphics, textures, and segments
Orrion Carn
13
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Nov 2007 06:15
So, what's the limit? 10,000? lol.


.................................. Is it?



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fallen one
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Joined: 7th Aug 2006
Location: My imagination!
Posted: 22nd Nov 2007 06:23
Quote: "Is it the same as FPSC's 4000 triangle limit?"


is this in view at once, total for level segments, segments and entities combined in whole level. whats the figure for, and how does one check it.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
Inspire
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 22nd Nov 2007 06:46
Well, first of all, the recommended limit is 40,000 polys on screen.. FPSC doesn't limit you itself, but it's framerate does. You check it by hitting by looking at all the info on the bottom of your screen during a test game. I think it's the number after P:, but I'm not sure.

fallen one
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Location: My imagination!
Posted: 22nd Nov 2007 19:23 Edited at: 22nd Nov 2007 19:23
fpsc cant handle 40,000 in view, perhaps it doesn't cull anything, wouldn't surprise me if me if portals or optimization wasn't in it, like it drawns everything, even if its not in view or not, hard to tell as the creators don't ever post about how the engine works.

fpsc game KillTV update 22Oct.http://www.avantivita.com/killtv.html
Inspire
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Location: Rochester, NY
Posted: 22nd Nov 2007 19:25
Yes, it can handle 40,000 in view. My contest entry level usually has around 46,000 in view and still runs fine.

Orrion Carn
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Location: Sandpoint, Idaho
Posted: 23rd Nov 2007 03:57
Cool, that awnsered my question. Thanks guys.



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vorconan
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Joined: 4th Nov 2006
Location: Wales
Posted: 23rd Nov 2007 23:56
Quote: "perhaps it doesn't cull anything, wouldn't surprise me if me if portals or optimization wasn't in it, like it drawns everything"


I extremely doubt Lee would of gone all that time optimizing the engine without a culling system



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