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*
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*
#2
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.
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
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:
Give an artist an engine, any engine, and they will bring it to it's knees. It's what artists do.
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
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 :)
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
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..."
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..."
Torque Owner metalliandy