Re: RTS model polycount
by Marvin Hawkins · in RTS Starter Kit · 09/19/2005 (9:53 pm) · 3 replies
Hi all,
I'm sure this has been covered elsewhere so I apologize if I'm doubl posting. My question is this:
What is the ideal polycount for RTS models?
The reason I ask is because rts games naturally have more models on screen. So what would be a good polycount per model.
Thanks in advance
Marvin H
I'm sure this has been covered elsewhere so I apologize if I'm doubl posting. My question is this:
What is the ideal polycount for RTS models?
The reason I ask is because rts games naturally have more models on screen. So what would be a good polycount per model.
Thanks in advance
Marvin H
#2
My models at the highest detail level are between 400 and 1500 polygons, with the median being closer to around 1000 polygons. I plan on being able to support more than 1000 models on-screen, so obviously that screws me with a million polygon count.
The trick is to take advantage of Torque's LOD management.
All of my models have a detail level that's nothing but four double-sided planes (16 triangles) arranged in a star pattern, a detail level that's about 50% of the poly count, and a detail level that's about 10%, placing my median models at 1000, 500, 100, 16 polygons respectively.
So, I can set my poly-count to 40,000, maintain about 30fps and still have a thousand models on-screen simultaneously... of course, you don't want to send them all into battle all at once :p
09/21/2005 (1:12 pm)
I'm not recommending anything, but here's what I'm doing.My models at the highest detail level are between 400 and 1500 polygons, with the median being closer to around 1000 polygons. I plan on being able to support more than 1000 models on-screen, so obviously that screws me with a million polygon count.
The trick is to take advantage of Torque's LOD management.
All of my models have a detail level that's nothing but four double-sided planes (16 triangles) arranged in a star pattern, a detail level that's about 50% of the poly count, and a detail level that's about 10%, placing my median models at 1000, 500, 100, 16 polygons respectively.
So, I can set my poly-count to 40,000, maintain about 30fps and still have a thousand models on-screen simultaneously... of course, you don't want to send them all into battle all at once :p
#3
Hm. Since Massive costs $12,000, I wonder how much a TGE RTS one would.
11/05/2005 (9:07 pm)
Oh, why not? Then we could all work on a Massive clone for TGE...Hm. Since Massive costs $12,000, I wonder how much a TGE RTS one would.
Associate Kyle Carter