What is a good polygon count for a main character?
by David Fielder · in Torque Game Engine · 02/26/2004 (11:30 am) · 7 replies
Targeting computers 1 GHz and up, and reasonably good video cards, what would a reasonable upper limit be for the polygon (triangle) count of a main character using the Torque engine (rough estimate)? 1000? 2000? 5000? I know there is no solid answer for this question, but I'd like to hear some opinions on the subject :o)
Dave
Dave
#2
02/26/2004 (2:03 pm)
With those specs you could probably get away with 4,000, but Gareth is right - it depends on how many other detailed objects you expect to have in the scene at once.
#3
TGE, once you understand it (and trust me I've got a better understanding these days) isn't all that hard to manipulate in such a way. You could probably inject something like dot3/normal mapping quickly. And with your "high-end" card and machine requirements -- you might want to explore those options.
- Brett
02/26/2004 (2:13 pm)
Check into using things like dot3 and normal mapping. Similar to the way Doom3 works, the models can be "lower" poly and still exhibit a lot of detail. I wouldn't go for too many polys in a single object only because of the limitations on the scene. Remember that you also have to consider the visible terrain and interior polys, statics, other players and NPCs -- anything with polys which is everything in the game.TGE, once you understand it (and trust me I've got a better understanding these days) isn't all that hard to manipulate in such a way. You could probably inject something like dot3/normal mapping quickly. And with your "high-end" card and machine requirements -- you might want to explore those options.
- Brett
#4
02/26/2004 (2:33 pm)
It also seems to me that, with modern video cards being so freaking fast, that there is a point where culling the polygons via software becomes slower than simply drawibg them. Are there any tutorials for manipulating Torque's culling routines?
#5
Culling is always a good idea to do as early as possible, though if you have everything in a vertex buffer you can get away with not culling (though you should try to find situations in which you don't have to draw the buffer).
02/26/2004 (6:55 pm)
Not really, but I'd start in SceneObject and the scene graph code.Culling is always a good idea to do as early as possible, though if you have everything in a vertex buffer you can get away with not culling (though you should try to find situations in which you don't have to draw the buffer).
#6
I have additional question to this tread:D
Is any "hard" limitation in polly count on objects??
I have small project where I need only one model (Player) with several animations placen in single room (no other objects, ground etc). I was try to import from LW object (it has 31K triangles) and after conversion model is heavy coorupted (I was check it in Show Tool Pro Demo version)
06/02/2006 (4:59 am)
Hi allI have additional question to this tread:D
Is any "hard" limitation in polly count on objects??
I have small project where I need only one model (Player) with several animations placen in single room (no other objects, ground etc). I was try to import from LW object (it has 31K triangles) and after conversion model is heavy coorupted (I was check it in Show Tool Pro Demo version)
#7
There seems to be a functional limit of about 10k polygons in the Lightwave DTS exporter:
www.garagegames.com/mg/forums/result.thread.php?qt=31160
06/02/2006 (5:21 am)
@Janusz There seems to be a functional limit of about 10k polygons in the Lightwave DTS exporter:
www.garagegames.com/mg/forums/result.thread.php?qt=31160
Torque 3D Owner Gareth Davies
Torque will run ok with huge poly counts if everything else is minimised, 20k+ would be fine for a couple of characters on the screen :)