Game Development Community

Poly count

by Jonas Melander · in Game Design and Creative Issues · 01/08/2010 (6:02 pm) · 1 replies

Hi people i guess you seen like 4miljon of these questions before mine but i will make
this one special for you an provide as much info you could need as possible.

This is the main question how many polys is it possible to use in one lvl in the torque 3d engine
these objects have no fuctions at all just stationairy objects. And some of them can be destroyed like
bottles and boxes. But this is planed to be a energy efficient deal so dont worry about that.

I know its about more then pure polys its ofc about all the other elements so i will add that info aswell:

Its many many many particles effects like smoke fire etc, this effects cant be moved via the player so they
are stationed. i think there will be up to 60 particle effects stationed all the time for each lvl.

The general texture size should be from 128x128 to 512x512 on the items laying around, only the char
and tanks will be high textured with a 1024x1024 texture map.

Hope you have a answer for me thanks! :)

#1
01/09/2010 (11:20 am)
Quote:how many polys is it possible to use in one lvl in the torque 3d engine

Really depends more on the hardware than the engine but there are some guidelines for making things run smoother:

- View distance: The lower it is, the less rendered on the player's screen.
- LODs: Levels of Detail for models, especially with significant poly counts, is essential. At the furthest point where it's still visible, you should probably just be rendering a billboard.
- Textures: I use DDS with DXT 1 compression to create mipmapped textures. I'm not sure about the performance impact as a whole because I haven't measured it for my own projects, but DDS is handled readily by graphics cards, and mipmapping never hurt anyone :)
- Placement: The more things a player can view, the more their card has to render, and the faster their PC gets to a point where it chugs. If you have cliffs or large buildings in strategic spots to divide the world up and prevent too much unnecessary stuff from being viewed, it can help tremendously.
- Shaders: If it doesn't add to the visuals, don't overuse them.
- GUI: Each bitmap makes a draw call. A bitmap button with text makes two. If you do things like object view controls, that can be about 10 draw calls. In my MMO project, I had shaved over 60 draw calls off of my GUI by combining some bitmap elements, which meant more work up-front, but gave me a little boost to performance. Do a search on draw calls to find out more about this.

There's more, and I only sort of scratched the surface with these, so do some searching on "performance" and other terms listed here to find out a lot more.