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Newcomers DBPro Corner / How many objects could be feasibly handled?

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Jasonorc
16
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Joined: 29th Apr 2008
Location: Turn around...
Posted: 3rd Aug 2009 20:53
Hi, I'm talking about, say you had a game, how many active, animted and textured modles could be handled. One of our ideas is to have a small war scene, but we are hoping to have a good numbers of models in said scene. How amny could dba handle without killing itself, 5-50 or 500-1000?

My site: www.skyknight.co.uk
zeroSlave
15
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Joined: 13th Jun 2009
Location: Springfield
Posted: 3rd Aug 2009 21:50
I think the skies the limit for the amount that DBP can handle(or somewhere around 16,000??) The question is, 'What can the computer handle?'

Try running this:



There's something in this room that makes you can't speak well.
Rudolpho
18
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Joined: 28th Dec 2005
Location: Sweden
Posted: 3rd Aug 2009 22:59
Depends on the scene.
It's not unusual for my scenes to contain ~30 000 grass objects. That said, they are naturally low-poly (a few crossed plains) and instanced copies.

Naturally, the grand factor is the computer specifications, like CoughMist said.

revenant chaos
Valued Member
17
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Joined: 21st Mar 2007
Location: Robbinsdale, MN
Posted: 12th Aug 2009 17:01
Animating large numbers of models requires quite a bit of CPU power so this limit heavily depends on your processor, and your model's polygon counts. However there are ways to push this limit higher, such as using the Enhanced Animations plugin or using a shader to perform the calculations on the GPU. I would suggest using both together if you need a huge number of models all animating at once.
BMacZero
18
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 13th Aug 2009 06:59 Edited at: 13th Aug 2009 07:00

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