Polygon counts?
by Nate Strandberg · in Torque Game Engine · 12/10/2001 (5:31 pm) · 7 replies
Does anyone know the poly count limit? I'm just trying to compaire Torque to Lithtech Jupiter's new renderer.
Thanks-
Nate Strandberg
Thanks-
Nate Strandberg
About the author
#2
-Evan
12/10/2001 (6:12 pm)
As I understand it, there's no REAL poly limit. However, you generally want your high poly models (the ones up close, when you can see the whites of their eyes) around 1000 polys. Someone correct me if I'm wrong, but I think that's the general amount.-Evan
#3
12/10/2001 (6:12 pm)
I have read 2000 per player model, 2400 vehicles and, 1000 for weapons. . . theses are the max amounts and I have seen these number vary alot
#4
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=1266
12/10/2001 (6:37 pm)
do a search in the GG forums. www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=1266
#5
Lithtech Jupiter is the engine that is powering the No One Lives Forever2 (NOLF2), among other games. Its rather expensive, but the link is www.lithtech.com
-Nate S.
12/11/2001 (12:52 pm)
Ian -Lithtech Jupiter is the engine that is powering the No One Lives Forever2 (NOLF2), among other games. Its rather expensive, but the link is www.lithtech.com
-Nate S.
#6
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
having different LOD's for these models would help a lot in keeping the poly counts down at a distance
12/11/2001 (1:33 pm)
Here is a cut and paste from an employee (Still can't remember who):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
having different LOD's for these models would help a lot in keeping the poly counts down at a distance
#7
12/11/2001 (2:35 pm)
Our first pistol weighs in at 550 polys. Our first tank (of a total of 9)is right around 1900. Based on the assumption that the machines will be signifigantly better by November 2002 than they were in March 2001, we feel this is reasonable.
Ian Wheat