Polycount, TGE, and You
by Gareth Hewes · in Artist Corner · 01/25/2007 (7:14 pm) · 6 replies
I was just wondering, is there any particular polycount that works best for Torque models? I know that game models need to be compact and simple, but more modern systems and engines allow for more complex models. So what is a good polycount if I plan on having a realistic themed game, with allowances for 15-20 models onscreen at once?
(I know it's kind of a subjective question, since computers vary a lot. I'm just thinking in terms of the average and upward, preferably no slower than a 1.6 gig CPU with 512 megs of RAM. My guess is about 5,000 to 7,500, but those numbers are from quite a while ago [back when I was using 3D Game Studio, so at least 1 and a half years].)
(I know it's kind of a subjective question, since computers vary a lot. I'm just thinking in terms of the average and upward, preferably no slower than a 1.6 gig CPU with 512 megs of RAM. My guess is about 5,000 to 7,500, but those numbers are from quite a while ago [back when I was using 3D Game Studio, so at least 1 and a half years].)
#2
01/27/2007 (3:51 pm)
Hmm...I'll keep that in mind. And I was thinking that I would like some kind of system in which a character can wear different types of clothing. What would you think would be the best way to address that, in a situation where, when a person is wearing, say, a shirt, you wouldn't need to render their torso. Use different models? Or is there some other, better way?
#3
I think that you should use textures whenever you can, but don't be afraid to use models if you need to(Like if you have a standard human - t-shirts you might use a texture, where as a dress or medium-to-heavy armor you would probably need a model). If you are planing on using alot of models for things like armor, I would suggest you decrease whatever your target polycount is for your characters.
01/28/2007 (5:43 am)
I think Maddermadcat is pretty much right if you are targetting most computers(like Torque can do). But if are are targeting a little higher-end computers, I think you could easily get away with around 1000-1300 for a weapon and around 1600-2100 for characters. IMOQuote:And I was thinking that I would like some kind of system in which a character can wear different types of clothing. What would you think would be the best way to address that, in a situation where, when a person is wearing, say, a shirt, you wouldn't need to render their torso. Use different models? Or is there some other, better way?
I think that you should use textures whenever you can, but don't be afraid to use models if you need to(Like if you have a standard human - t-shirts you might use a texture, where as a dress or medium-to-heavy armor you would probably need a model). If you are planing on using alot of models for things like armor, I would suggest you decrease whatever your target polycount is for your characters.
#4
This doesn't mean anything though, as you do not know how aggresive LOD we use, how detailed our terrain is, what shaders we use, etc etc. Polygons are really a lousy way of measuring detail today.
01/28/2007 (7:06 am)
We use TGEA and our humanoid player models are peaking at 4500 faces, weapons at 1700.This doesn't mean anything though, as you do not know how aggresive LOD we use, how detailed our terrain is, what shaders we use, etc etc. Polygons are really a lousy way of measuring detail today.
#5
Basically you get your overall polycount limit (100,000 for example).
Then you divide your assets into it. So for a pure team multiplayer fps with 4 unique characters on either side, you would divide 100,000 by 8 = 12,500 assuming they are all onscreen at the same time.
Thing is you got to add terrain, weapons, vehicles etcetera into the equation.
I know its easier to just have generic numbers and its probably smarter if your following an existing framework, but if you want to push the envelope you should try the maths out for yourself.
some engines have hardcoded limits btw.
Oh! and dont forget LOD
01/28/2007 (10:49 am)
This seems to generally be a maths question.Basically you get your overall polycount limit (100,000 for example).
Then you divide your assets into it. So for a pure team multiplayer fps with 4 unique characters on either side, you would divide 100,000 by 8 = 12,500 assuming they are all onscreen at the same time.
Thing is you got to add terrain, weapons, vehicles etcetera into the equation.
I know its easier to just have generic numbers and its probably smarter if your following an existing framework, but if you want to push the envelope you should try the maths out for yourself.
some engines have hardcoded limits btw.
Oh! and dont forget LOD
#6
@Stefan: I'm also planning on getting into TGEA, I just plan on doing a TGE project or two first (you know, don't want to jump in the deep end until I can doggie-paddle). I am familiar with the concept of LOD too, and plan on using that to optimize whenever possible. The main thing when I get into the shaders will be how much of a hit those will be.
01/28/2007 (10:16 pm)
Very interesting. Good to know since I come from more of a high-poly modeling background. In that case I'll start by optimizing for my computer (the aforementioned 1.6 w/ 512 megs RAM + additional 128 on the ATI Radeon 9600), and use the performance there as a kind of benchmark for future projects.@Stefan: I'm also planning on getting into TGEA, I just plan on doing a TGE project or two first (you know, don't want to jump in the deep end until I can doggie-paddle). I am familiar with the concept of LOD too, and plan on using that to optimize whenever possible. The main thing when I get into the shaders will be how much of a hit those will be.
Torque Owner Maddermadcat
Under 400 for static scenery objects (why would you need a lot of detail on some little doodad?), around 700 for a weapon, and something like 1100 for characters. Don't forget LOD, that should speed up the game significantly and allow more models to be visible. =)