Whats the Poly Limit ?
by Dreamarvel · in Torque 3D Professional · 08/04/2009 (10:33 pm) · 6 replies
Whats the poly limit of the engine ? For a single model/mesh.
I'm been searching and it seemed there was no limit when using the collada format,
so in a moment of madness, I attempted to test this. I had an entire city modeled
in Maya, and so I exported it to collada and attempted to load it within the game,
the game crashed. The collada file could be opened perfectly in Maya. Other normal
objects could be loaded in T3D without problems as well.
Please note that this was an ENTIRE CITY @ 20,000,000 polygons. No your eyes do not
deceive you. It was a long shot and an interesting experiment. So now I can ask,
Whats the polygon limit ? =P
The com spec was as follows :
Intel i7-940 @ 2.93ghz
Nvidia Quadro FX 4800 1.5gb
12gb DDR3 Ram
Vista Business 64 bit
I'm been searching and it seemed there was no limit when using the collada format,
so in a moment of madness, I attempted to test this. I had an entire city modeled
in Maya, and so I exported it to collada and attempted to load it within the game,
the game crashed. The collada file could be opened perfectly in Maya. Other normal
objects could be loaded in T3D without problems as well.
Please note that this was an ENTIRE CITY @ 20,000,000 polygons. No your eyes do not
deceive you. It was a long shot and an interesting experiment. So now I can ask,
Whats the polygon limit ? =P
The com spec was as follows :
Intel i7-940 @ 2.93ghz
Nvidia Quadro FX 4800 1.5gb
12gb DDR3 Ram
Vista Business 64 bit
About the author
#2
08/05/2009 (4:19 am)
Thanks for this great piece of info :D
#3
08/05/2009 (11:18 am)
Quick, somebody copy/paste that response into the docs!
#4
Damn how annoying :o)
06/15/2014 (2:39 pm)
I have actually hit this issue right now here in 2014... Damn how annoying :o)
#5
06/15/2014 (4:54 pm)
20 million polys in the engine should work, but as said, not in a single mesh.
#6
03/03/2015 (7:18 pm)
Yups that is correct. Models have to be chopped up in smaller pieces :O)
Associate Chris Robertson
However, T3D currently uses 16-bit vert indices for rendering, so if any single mesh has more than 65535 vertices it will not render correctly. This means the maximum number of triangles per mesh is at least 21845 (and maybe more if lots of verts are shared). There is no limit on the number of meshes in a shape.