2000k is a factor....If the stock characters are just 1600/1800...
And if that causes a lower framerate (about 10!)...
Than i would like to know.....if it isnt the polycount....
Than what is it?!?....
Everybody knows that FPSC isnt the best "engine?!?"
And that it has many bugs etc...and the polycount usage is one of them.
And not just polycounts....also Characters...dynamic...
I tested another thing....i made some custom models...
Made them static, and about the same polycount as the stock characters. (very bad models....it was just about the polycount)
Placed 12 of them in the same size room...1024x1024 textures...
No problem....so polycount isnt everything about characters...
Its just the Character itself...
But i noticed that a lower poly-mesh, is better then a higher one.
Quote: "So which is it, 33 frames or 19-22"
The first test (custom models) was 33 framerate...
The second tests (stock models) was 19 to 22 framerate...
The last test (static models...same polycount as stock ones) was 33 framerate...
Quote: "2000k models are nothing, that isnt a factor. Well not for every other engine it isnt."
Quote: "a wireframe scene in UE3"
Like i said...UT....(no matter what version)...they cant be compared to FPSC.
FPSC uses a whole lot different stuff than any other engine...
And if UT can use characters from 2000 to 3000 with a normal framerate...(also lots of character so not just 5 or 6 but a minimum of 12)
And if FPSC can only use 12(stock/custom...1600/1800)characters with a framerate of 19 to 22....
Than whats the problem?!?
Cause i think its the polycount, that can reduce the framerate.
Tests showed the result.
Cheers,
Cheese Cake.