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Geek Culture / Game Detail Settings

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Suicidal Sledder
20
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Joined: 17th Aug 2004
Location: Tikrit, Iraq
Posted: 3rd May 2007 04:17
I've been curious for many months now how games accomplish the detail settings? In most FPS games you can change the detail and/or size of the textures. Does that mean they have to have a copy of every texture for every detail setting?

And how about the models? in some games you can actually change the poly count of the in-game models. Again, does that mean that theres a copy of every model with the different settings?

It seems to me like having 3 (low, medium, high) copies of al the files would take up massive space (as most new games do nowadays)

Just wondering. TIA!

Agent Dink
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Joined: 30th Mar 2004
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Posted: 3rd May 2007 04:35
Well, Load Object gives you options for reducing texture sizes automatically which is very handy.

I'm not 100% sure how games decrease geometry detail, but I am going to guess that either they do it through code or they do it beforehand. It wouldn't take up too much space on the hard drive since they only need to resave the model. The animations I'm sure can all be loaded in seperately and the textures stay the same, so it's not too much space.

I have no signature...
NeX the Fairly Fast Ferret
19
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Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 4th May 2007 20:10
Draw distance counts, too. Oblivion uses flat trees for the distance.


Since the other one was scaring you guys so much...
Seppuku Arts
Moderator
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 4th May 2007 23:52
Some engines have polygon and texture reducers in them, like Torque for instance, but I'm sure you can code it. Or just use different levels of details for objects, FFX used different heads on a characters, if they're zoomed in and talking, the higher poly version is used.

Did The Buddha have a Zen micro?

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