Game Development Community

TGEA Polycounts

by metalliandy · in Torque Game Engine Advanced · 03/05/2007 (4:57 pm) · 6 replies

Hey all,
Now that TSE has been upgraded into TGEA i would like to know what are the maximum polycounts that we can use in-game without engine and gpu/cpu slowdown?
By this question i mean is there a rough guideline independent of hardware (engine rendering efficiency) and with various stages of increasingly powerful of hardware.
eg.
top spec x2 cpu and sli GPU (system less than 1 year old)
top spec x2 cpu and single GPU (system less than 1 year old)
top spec x2 cpu and sli GPU (system more than 1 year old)
top spec x2 cpu and single GPU (system more than 1 year old)

top spec x2 cpu and sli GPU (system less than 2 year old)
top spec x2 cpu and single GPU (system less than 2year old)
top spec x2 cpu and sli GPU (system more than 2 year old)
top spec x2 cpu and single GPU (system more than 2 year old)

top spec cpu and single GPU (system less than 5year old)
top spec cpu and single GPU (system more than5 year old)

I was browsing a forum (i forget the name...but it was a crysis mod site...) and they had an interview stating the engine's power....Any ideas how torque compares to this (im not expecting this sort of power btw...just need a rough guide line)

Thanks for looking :)

*quote from the crysis dev. team below*

#1
03/05/2007 (4:59 pm)
Quote:15. As long as Official Engine Parameters for Crysis/CE2 have not been released, newly forming Crysis based mod teams are limited in what they can do. There are obvious planning stages these teams will go through, however something they could do now ahead of the release of Crysis is to 3D model. Can you comment on polycounts and its criticality within CE2 etc to give them a starting point for their models?


ANSWER
Weapons (1st person and 3rd person bind models)
1st person: about 6000 triangles (same as cryengine1; not more really needed - above, normal maps are not needed)
3rd person: about 1500 triangles

Characters
As we are using attachments we have to split the triangle numbers in the separate parts:
* Heads 3k triangles
* Body 5k triangles
* Attachments 1 k triangles

Vehicles
Max. 20000 polygons is our internal limit

Buildings
Hard to answer - put detail were detail is needed. No real need to go crazy. If you only have a few buildings in your level you can spend more triangles, but you should be careful in City maps.

Vegetation
Between 500 and 2500 triangles for trees -whereas the ones with 2500 should not be used in a dense forest because of the filtrate - It heavily depends on the scenery you want to create.


Misc entities
Depends on the size and the complexity.

If you use one material, 300 polygons for a box are ok. This is the minimum number, one set of material should use in an object, as the setup for the renderer is much heavier compared to the actual rendering of these polygons. This also means you do no need LODs for objects lower then 500-600 triangles (given they only use one material).

QUESTION

How many LODs will be supported in CE2, are you sticking to just the 3 again?

ANSWER

We stick to the 3 LOD's - not a real reason to make 4 (just needs more memory). Polycount is not the big problem when rendering our datasets. Material changes and the resulting draw-calls affect performance much more heavily on modern graphics cards than pure triangle count alone.

QUESTION

Can vegetation be rotated or is it necessary to model many versions of the same tree to stop the "tree tiling" look.

ANSWER

We support vertical rotation of vegetation.

QUESTION

What are the texture resolutions for weapons, character, etc. in Crysis?

ANSWER

Weapons 1024x1024; Character head: 512 x 512 to 1024 x 1024; Character body: 1024 x 1024; Attachments: 1024 x 1024.

A general rule should be that you do not extend 170 to 190MB for the targeted Spec including mesh geometry. The last 60 MB (256 - 60 = 196MB) will be used for dynamic textures (shadow maps).
You should therefore divide the available amount by the assets you want to show in the level.

A good advice is to keep the numbers of different materials per object very low and put more polygons into the object. The graphic card can a) handle polygons much better than loading different textures and b) can give you much more detail with lower memory consumption.

QUESTION

The number of materials per building:

ANSWER

From 7 till 20 materials.
#2
03/05/2007 (11:05 pm)
The statement about the dynamic textures thought seems to be wrong.
The front and backbuffer are somehow not taken into account and at a size of 1600x1200 with AA, they are not just nothing but a serious amount of VRAM.
#3
03/06/2007 (1:30 am)
He's probably talking about in general and most likely is thinking of something like xbox 360.
#4
03/06/2007 (10:27 am)
If I've said it once, than I've said it.

Polycount is slightly above "irrelevant" when measuring engine performance. The limitations of 3d technology is no longer how many raw polys we can throw at the card, but the number of passes per polygon, and the complexity of the shaders for that polygon. You could have a mesh of 10k verts take very little rendering time, and a mesh of 500 verts take a lot of rendering time.

To quote the Crysis re-post:
Quote:
Polycount is not the big problem when rendering our datasets. Material changes and the resulting draw-calls affect performance much more heavily on modern graphics cards than pure triangle count alone.

Give an artist an engine, any engine, and they will bring it to it's knees. It's what artists do.
#5
03/08/2007 (12:26 pm)
Yeah, but its a good idea to actually give them a rational reason to try NOT to.

Personally, I like the idea of having an asset verification stage BEFORE check in. It can do sanity checks on things like poly/texture/mesh topology and can bitch and whine BEFORE someone kills the rest of us :)
#6
03/09/2007 (2:08 pm)
Quote:Give an artist an engine, any engine, and they will bring it to it's knees. It's what artists do.
Now that is a truth of game development if I have ever seen one.

I think I'm going to make that the forum header for our art teams discussion forum.

"No we cannot add a 3rd shader pass to the trees no matter how good it looks..."