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FPSC Classic Models and Media / how many the maximum of vertices and triangle that FPSC cans support?

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3d Max to FPSC !!
15
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Joined: 30th Oct 2009
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Posted: 6th Nov 2009 16:30
Hello,i'm modeling character in 3ds max for my FPSC game but i dont know the maximum of vertices and triangle that FPSC cans support it..


Regard!!
Red Eye
16
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Joined: 15th Oct 2008
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Posted: 6th Nov 2009 18:56
Well it supports infitive. The only problem is FPS. For a reasonable FPS (stock engine), you can have something like this:

Characters: 2000-6000
Weapons: 1000-3000
Complete Scenes, exported to single .X: 20.000 - 40.000 or more...
Normal Models: 3-1500

Something like that...




bond1
19
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Joined: 27th Oct 2005
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Posted: 7th Nov 2009 01:29
Like Red Eye said, it's infinite. As much as your graphics card hand handle. And those numbers are reasonable.

A modern, mid to high end graphics card is going to chew through pretty much anything you can throw at it. I get the feeling though, that a lot of people here that complain about lag are either running FPSC on laptops with integrated graphics, or older computers.

When I first got FPSC in 2005, my computer chugged with FPSC. I haven't had to deal with any lag since 2007 or so when the Geforce 8 series of cards came out - that was a quantum leap in terms of performance.

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"bond1 - You see this name, you think dirty."
Black Profductions
16
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Joined: 15th Sep 2008
Location: Argentina
Posted: 7th Nov 2009 02:06
Weapons: 1000-3000 , lol some weapons in calibre were about 5000 pligons

Plystire
22
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 7th Nov 2009 02:45
Lag is not normally caused by the polygons in the scene... and if they DO have an effect on your framerate, thyen I can only imagine how much the engine itself is going to lag.

More often than not, performance issues spawn directly from what the engine is processing, be it physics or raycasting weapon shots, all the way down to the worst.... characters.


The one and only,


3d Max to FPSC !!
15
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Posted: 7th Nov 2009 06:21
Thank you friends,it helps me alot..thanks

Regard!!
Nbt
15
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Joined: 11th Oct 2009
Location: Behind you!!
Posted: 7th Nov 2009 14:15
I think textures are the biggest drain in most FPSC stuff right now (IMHO) and gets overlooked a lot regarding the average users gfx card. As not everyone has 1gb+ vram cards.

Just take the new model pack 36 for example. It uses 2048x2048 textures like they were candy for the buildings, truck etc and others in the pack use 1024x1024 textures, yet only half/quarter of that actually holds a texture

Now remember that a 1024x1024 texture = 4x 512x512 textures, then a 2048x2048 texture = 4x 1024x1024 textures which in turn is 16! 512x512 textures. This is 16x 512x512 texture space per different building etc in the scene loaded into Vram.

It does not take long to eat away at the vram of an average gfx card.

Just imagine a street of model pack 36 buildings and props etc in a level The poor old GPU is working overtime and the Vram is dwindling fast for Average Joe and his lower spec system

I only use this for fun and have no interest in making commercial games ^_^
3d Max to FPSC !!
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Posted: 9th Nov 2009 09:22
Thank you NBT.

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