Game Development Community

Torque3d polygon limits

by penbit · in General Discussion · 07/21/2009 (8:36 am) · 7 replies

Hello everyone;

I'd like to know about the polygon limits for meshes in torque3d in general.

Is it ok to assume engine can handle 500k polygons for a scene in with reasonable amount of dynamic lights? (I know it depends on the rig, but let's assume the comp is somewhere between high-end and mid-range for today.)

What is safe polycount about each meshes. Let's say, can a single object(architecture elements like pillars) have 1000-2000 polys? Or 5000?

What is required for an object for shadow casting? No open edges, the object should be collapsed? More specifically should it pass the stl-check modifier in 3dsmax?

Thanks in advance.


#1
07/21/2009 (10:31 am)
The overall limit depends on your system, the scene in question, complexity and number of objects, fx, texture sizes, etc.

The problem comes with the various exporters which limit a single mesh to around 10,000 polys -- but a significantly complex object can be comprised of multiple sub meshes/objects.

You can make things as complex or as simple as you like so long as the performance is still good. You could likely have several 1000's of low-poly models on the screen at once but only be able to handle several 100's of higher-poly models.
#2
07/21/2009 (1:42 pm)
I've got a level (wip), currently 300k polys (all one huge model - that's basically my level) on scene, 300+ lights (non-shadow casting, that's a big fps hit on an old GPU). Works fine, 60fps. Sunlight with shadows gives a bit of a hit, down to 30fps.

I'm on a generally mid-range system (dual core 2.4ghz), except for my crappy nvidia 7series GPU, which is obviously below mid-range.
#3
07/22/2009 (3:02 pm)
Thanks for the info guys.

How about objects for shadow casting, do they have to be fully enclosed with no open edges?
#4
07/22/2009 (3:15 pm)
Doesn't have to be fully enclosed. Any surface/mesh will cast shadows, light goes through alpha (so leaves cast shadows even though it is only a single poly -set to double-sided at export- with a "leaf" texture ). Obviously if you have an open mesh which is not set to double-sided, light will fall through the open side and not cast a shadow with the blank side facing the light source.
#5
07/22/2009 (4:03 pm)
Steve, that's very interesting to hear, thanks a lot. So you don't bother with stl check modifiers and such. Because I have tons of meshes that I'm preparing and some can't pass the stl-check modifier test.

That might seem unimportant but most modern engines require the mesh to be enclosed for shadow casting. I think that's another plus for torque3d
#6
07/22/2009 (4:20 pm)
I'm not that up on terminology (not a programmer) so I've no idea what an STL check is.

As a rule of thumb I use the idea that if the player isn't going to see it or collide with that side of it, or light isn't coming through it, then leave it open. Say for the base of a tree trunk, it's stuck in the ground, so no bottom to the trunk mesh.

The only thing I make certain are fully enclosed are collision meshes when I don't want to use per poly mesh collision, just something simple - like a cylinder for a tree trunk.
#7
07/24/2009 (2:50 am)
@Steve,
the STL Check modifier test is a modifier that you add to a mesh in 3ds max, when you want to check for open edges on your model, or double faces and multiple edges, before exporting.