Late Nite Question (Urgent)
by David Jones · in Torque Game Engine · 11/13/2001 (8:14 pm) · 3 replies
Hey,
I dunno if this is documented yet or not (Way too late to go browsing thru the docs), but I was wondering if the Torque had a polygon max limit on the player (too late to remember what it's called ;) If you don't know to what I'm refering, for instance: In Tribes 2, you couldn't make an armor over a certain number of polys wide, high, etc. Is it customizable in Torque? I'm asking b/c my team and I are converting Torque into a racing sim engine and cars take up way much more polys than human beings. Thanks in advance and keep up the good work!
- Mag
I dunno if this is documented yet or not (Way too late to go browsing thru the docs), but I was wondering if the Torque had a polygon max limit on the player (too late to remember what it's called ;) If you don't know to what I'm refering, for instance: In Tribes 2, you couldn't make an armor over a certain number of polys wide, high, etc. Is it customizable in Torque? I'm asking b/c my team and I are converting Torque into a racing sim engine and cars take up way much more polys than human beings. Thanks in advance and keep up the good work!
- Mag
#2
Frankly, you'll just have to work it out for yourself. Currently my limits for overall polycounts are:
TNT2 level cards - about 8k polys
Geforce 1 level - about 15k polys
GeForce3 level - about 30k poly's
thats overall. So simply divide that by however many objects you expect to have in your scenes per frame.
Cars should be a LOT more efficient to render, so you can likely handle more poly's in a car then in a player model with little speed hit on geforce1+ boards.
Phil.
11/14/2001 (3:31 am)
There wont be any "fixed" limits. It also depends on your target hardware. If your target is a geforce 3, then 2-3k poly's per car would be fine (making assumptions about how many cars you'll have onscreen at once).Frankly, you'll just have to work it out for yourself. Currently my limits for overall polycounts are:
TNT2 level cards - about 8k polys
Geforce 1 level - about 15k polys
GeForce3 level - about 30k poly's
thats overall. So simply divide that by however many objects you expect to have in your scenes per frame.
Cars should be a LOT more efficient to render, so you can likely handle more poly's in a car then in a player model with little speed hit on geforce1+ boards.
Phil.
#3
- Dave
11/14/2001 (8:37 pm)
Okay. Thanks for the clarification. And especially to you, Phil, for the approximates. It'll come in handy.- Dave
Torque Owner Jeff Trier
Simple Distractions Software
Here is a cut and paste quote from a poster, I think an employee (sorry, forgot who, I strip info in bulk. lol), these are helping me to keep in check:
In T2 the average player model weighed in around 2250 polys
the average vehicle weighed in at 1500 polys
the average weapon weighed in at 500 polys