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what is consider a low polygon amount


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#1 bazso

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Posted 16 September 2008 - 01:25 AM

when it comes to performance issues?

#2 Reedbeta

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Posted 16 September 2008 - 02:22 AM

Depends entirely on the hardware and the rendering techniques involved.
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#3 bazso

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Posted 16 September 2008 - 03:45 AM

ok i would say 1.5 gig core (as in processor) between 1 and 2 gig of 200 MHz or 400 MHz speed ram chips ati video graphic card 1000 series NVIDIA GeForce 9500 GT (DDR2)
i don't know if sound has anything to do with performance i don't know what else i am missing here

#4 starstutter

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Posted 16 September 2008 - 04:08 AM

I don't think sound would have any connection to polycount.

With those specs I imagine you can get fairly higher counts than with 8 series cards. If I remember correctly I think the standard count for a model is around 8000-9000 now.

What exactly do you have in mind to accomplish? To me a good goal would be to focus less on polycounts in general, and focus more on finding ways to get per-pixel methods (like parallax occlusion mapping) to produce the same high detail with as few polygons as possible. The GPU can do incredible amounts of processing at lightening speeds, but geometry transfer from the CPU to the GPU is quite slow.
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#5 bazso

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Posted 16 September 2008 - 07:26 PM

well this is what i am envisioning lots of objects such as vehicle's player characters planes artillery and it could be ranging any where past 50 to 300 units (as in what i was saying above) in one area maybe even more

what i am getting at everyone the engine that is used for ww2 online players that have low end systems it eats up a lot of frames per a second and cause's them to lag very badly what i mean by lag is that game play is not very smooth running its very choppy and they are unable to do a lot of actions while they are in the gaming world

what i am wanting to do is for players that don't have reasonable gaming pc systems can still hopefully play my game is to give them options to make it where they can see what they are doing in the gaming world and not lag out to badly

that's why i was asking about a low polygon count amount friends that i have know for almost 9 years say if you have a low polygon count it will make the game run much more smoother and when there is a lot of stuff happening all around you you will be able to see whats going around you they also say would take up less resources on your pc system

i don't know if this is true but i would like to think it should make sense

#6 fireside

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Posted 17 September 2008 - 03:54 AM

There are some tricks to low poly vehicles. Try to stay away from rounded shapes as much as possible. If you need one, a rounded cube that's been subdivided twice can save a lot of polys over a sphere and look about the same. Also, lower texture size can make your game run a lot faster, 256X256 or even 128X128 will do the job if you are pretty careful. Decals can be repeated from the same texture many times, like a wing insignia, and some times you can get away with vertex coloring rather than using a texture if the engine supports that.

#7 bazso

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Posted 18 September 2008 - 12:26 AM

tya everyone for you help on this matter any advice that any more of you can think up and you are willing to share you have me word as of right now it will not fall on deaf ears any advice suggestions thoughts what to do's and what not to do's is always more then a welcome slight and a very very very huge sincere thank you if you have any more to say in advance

#8 bazso

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Posted 21 September 2008 - 02:40 PM

fireside said:

There are some tricks to low poly vehicles. Try to stay away from rounded shapes as much as possible. If you need one, a rounded cube that's been subdivided twice can save a lot of polys over a sphere and look about the same. Also, lower texture size can make your game run a lot faster, 256X256 or even 128X128 will do the job if you are pretty careful. Decals can be repeated from the same texture many times, like a wing insignia, and some times you can get away with vertex coloring rather than using a texture if the engine supports that.
mr fire sir when the time comes for me to do textureing when using blender how do i need to set this option up?

#9 Nils Pipenbrinck

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Posted 21 September 2008 - 03:28 PM

starstutter said:

With those specs I imagine you can get fairly higher counts than with 8 series cards. If I remember correctly I think the standard count for a model is around 8000-9000 now.

Omg, I'm feeling old now.

When I started that was the average poly-count for an entire level.
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#10 starstutter

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Posted 21 September 2008 - 03:43 PM

Nils Pipenbrinck said:

Omg, I'm feeling old now.

When I started that was the average poly-count for an entire level.

lol, I remember the Unreal 3 tech demo from 2006. Tim sweeney made a comment that one character model has more data than an entire level from the first unreal.
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#11 bazso

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Posted 21 September 2008 - 04:49 PM

did it eat up a lot of system pc resources?

#12 starstutter

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Posted 21 September 2008 - 07:58 PM

bazso said:

did it eat up a lot of system pc resources?
Not really... it was very efficient and remember that computers are probably x300 - x400 (pulling that out of my ass :lol:) faster than they were back then, so "a lot of resources" is relevant.
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#13 Reedbeta

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Posted 21 September 2008 - 08:07 PM

starstutter said:

"a lot of resources" is relevant.

Relative? ;)
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#14 bazso

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Posted 21 September 2008 - 10:23 PM

you know what everyone going to be honest right here with you all now i feel i am very small to you all now when it comes to info the way i look at it you all know a great many things.

i just feel i am small as a hamster i don't think i can ever compare to any of you you all must have many many years of doing all of this development work for a really long time

#15 starstutter

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Posted 21 September 2008 - 10:30 PM

Reedbeta said:

Relative? ;)
Ehhh yeah, I didn't get my coffee this morning -_-
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