the polygon limit for the models
by Greaythan · in Torque Game Engine · 02/08/2002 (2:05 am) · 5 replies
Hi ,
It seems that dts exporter crashes after a certain limit of polygon .What is this limit for you guys ?
For me it is around 1000 poly (faces).With more than 1000, max freezes .
And for you ?
It seems that dts exporter crashes after a certain limit of polygon .What is this limit for you guys ?
For me it is around 1000 poly (faces).With more than 1000, max freezes .
And for you ?
#2
02/08/2002 (7:19 am)
I've exported characters successfully into Torque with over 1500 polys, so at least you know it's possible=)
#3
To answer your question, there is no actual limit for polygonal objects within Torque (since this really depends mostly on the computer hardware), but there are some recommendations poly limits that you should try to stay below.
Characters - roughly 2200
Vehicles - roughly 1500
Weapons - roughly 600
Misc - roughly 400
Logan
02/08/2002 (7:45 am)
I thought this question was added to the Max Exporter FAQ section, but I guess I am wrong (I will add it when I do my next set of FAQ submissions).To answer your question, there is no actual limit for polygonal objects within Torque (since this really depends mostly on the computer hardware), but there are some recommendations poly limits that you should try to stay below.
Characters - roughly 2200
Vehicles - roughly 1500
Weapons - roughly 600
Misc - roughly 400
Logan
#4
Actually, something useful we could do as a community is come up with some kind of 'polys per frame' guidelines, based upon desired framerate on desired machine spec.
For Dark Vengeance, we had a 'polygon expense account' system, where we started off with a base for polys per frame for our mid-range user machine spec -- characters could take a certain amount of polys for model & weapons, level geometry got a chunk, a little set aside for static objects, special effects, and the rest was for enemies -- so a given enemy type was given an allowance based on how many enemies >typically< would be on screen at once (say 4), and that enemy type was given polysleft/4 as an guideline. And actually, level geometry and enemies 'played off' against each other for polys, such that when we needed more details enemies, there were fewer around, or the environment was notably more sparse.
d
02/08/2002 (10:19 am)
Wow. Those are some pretty high guidelines. It REALLY depends on the machine/hardware you are targeting, and how many objects you expect to be on screen at one (and at what LOD). If you're planning on having like 8-10 players all on screen in close proximity, running on a 450MHz machine, I'd say stay down towards 1000 polys. ;)Actually, something useful we could do as a community is come up with some kind of 'polys per frame' guidelines, based upon desired framerate on desired machine spec.
For Dark Vengeance, we had a 'polygon expense account' system, where we started off with a base for polys per frame for our mid-range user machine spec -- characters could take a certain amount of polys for model & weapons, level geometry got a chunk, a little set aside for static objects, special effects, and the rest was for enemies -- so a given enemy type was given an allowance based on how many enemies >typically< would be on screen at once (say 4), and that enemy type was given polysleft/4 as an guideline. And actually, level geometry and enemies 'played off' against each other for polys, such that when we needed more details enemies, there were fewer around, or the environment was notably more sparse.
d
Torque Owner Harald Martinsen
I don't know if there is any limits here but I have exported and imported sucessfully into Torque more than 1000 poly. Well it was 1024, and it took some time but it didn't crash. I do get some crashes but this is basically when I try to import objects with multi/sub material and I forgot to UVW map one or two of the map channels. And if any one wonders, I haven't seen any problems with a high numbers of sub materials. I am so far up to 20 on one obejct.
BR
Harald