Poly counts
by J Sears · in Game Design and Creative Issues · 10/26/2008 (3:33 pm) · 8 replies
I was wondering what poly counts people are using on their main character models for tgea. I'm trying to push the limit with mine but I am not sure how many polys this engine can handle on a decent gamer comp.
#3
10/26/2008 (5:20 pm)
I have found, with modern hardware it is often NOT the poly count that starts to slow down the FPS, but number of different textures in view. My testing have only encompassed TGE, geared for a single player game.
#4
These days, with modern hardware, you can get away with a comfortable polycount. My character has 3500 poly's, with quite a few of them on screen, and never any fps issues.
10/26/2008 (6:03 pm)
What kind of game are you making? You want to consider the polycount on the entire screen. If you were making a baseball game, for example, you could crank up the poly's on the characters, since there are only a few characters on screen. For a mmo, or rts, you really want to lower your poly count and up the textures, since you will many characters on the screen at once.These days, with modern hardware, you can get away with a comfortable polycount. My character has 3500 poly's, with quite a few of them on screen, and never any fps issues.
#5
So realistically at most maybe 5-6 characters at full LoD then any other characters at some distance and scenery.
So I was planning on going high with the player poly counts to make it look good.
And while on the subject anyone know good documentation on how to make a normal map and apply it to the model etc?
10/26/2008 (6:49 pm)
Was focusing on this project just being a multiplayer fps, and a smaller scale one so 16-24 players max depending on how it ends up. So realistically at most maybe 5-6 characters at full LoD then any other characters at some distance and scenery.
So I was planning on going high with the player poly counts to make it look good.
And while on the subject anyone know good documentation on how to make a normal map and apply it to the model etc?
#6
Tony
10/27/2008 (5:54 am)
Kork from TGE 1.5.2 has 4474 total polygons. I've had 30 Orcs running around Stronghold and looking just fine.Tony
#7
10/27/2008 (6:17 am)
The characters from crysis were 10,000+ polys each.
#8
Knowing TGE Kork had almost 4500 is good info. I will try for a little above that for TGEA since I plan on less then 30 characters.
10/27/2008 (10:42 am)
Yes but crysis is a beast of an engine too, it's visuals are astounding.Knowing TGE Kork had almost 4500 is good info. I will try for a little above that for TGEA since I plan on less then 30 characters.
Torque Owner Infinitum3D
Tony