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3 Dimensional Chat / Polygon Limit

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KC27
21
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Joined: 18th Mar 2004
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Posted: 16th May 2004 14:18
I have an kickarse character model, but it is 5,200 polygons, can I still use it in game?

Dave J
Retired Moderator
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Joined: 11th Feb 2003
Location: Secret Military Pub, Down Under
Posted: 16th May 2004 15:07
There's no law against it, but it'll run extremely slow.


"Computers are useless they can only give you answers."
KC27
21
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Joined: 18th Mar 2004
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Posted: 16th May 2004 15:13
It will? I always thought 5,000 was low

Emperor Baal
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Joined: 1st Dec 2003
Location: The Netherlands - Oudenbosch
Posted: 16th May 2004 17:29
Game characters are around 2,500 and 4,000 polygons. You might wanna make 2 or more versions of your character, so that people can select the detail level. And you can add LOD too

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Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 16th May 2004 18:31
Polycounts depends on 3 things...

a. target system specs
b. how many instance will be onscreen at once
c. object effects (suchas Textured, Shaders, Texture Blends, etc...)

Unreal Tournament has models that are 2,500 polygons each, they also have LOD (Level of Detail) models for the further away the less detail is required and as such doesn't need to process the same number of polygons.
However Unreal Tournament levels are around 90-150,000 polygons onscreen at a time...

Resident Evil Zero / Final Fantasy where it is almost purely the game models showing, you can actually push them into 10,000 each without the graphics card flinching.

Things to remember...
single mesh models are better for animating, however when you have large numbers of polygons (1,024+) in your model, try to split them up into seperate mesh as single mesh 2,500 polygon models are slower than a model 2,500 with 5x limb that are 500polygons each.

Textured models are around half as fast as non-textured.
Shadered models will require more speed the more vertices you have in your model (not the more polygons).

Lastly, games do no measure polygon count in terms of what each model can be... you measure it in how many polygons/vertices your engine can push per second.
If you take that and divide it by 60 (for 60fps) you will get the MAXIMUM you can have, but i would always aim for half your maximum.


AthlonXP 2500+ | 256MB DDR PC2700 | GeForce FX 5200 44.04 | DirectX 9.0 | Audigy2 | Crystal Clean OS

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