Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / polycount numbers

Author
Message
Festaddamms
16
Years of Service
User Offline
Joined: 24th Mar 2010
Location: Illinois
Posted: 15th May 2010 03:15
I was wondering what poly count numbers everybody shoots for...average numbers to worst case scenario.

Thanx,

Fester

Born to be Bipolar....
Conjured Entertainment
AGK Developer
20
Years of Service
User Offline
Joined: 12th Sep 2005
Location: Nirvana
Posted: 15th May 2010 04:26
I don't do as much modeling as I should, but I never really set a number before hand.
Each model ends up whatever it needs to be, but fewer is better of course.
I just try to keep the count at a minimum most of the time, unless I'm in a hurry.

I like to have lots of low poly items in game versus a few high polys.
That is why I use simple billboards for trees, etc.

   Conjured Entertainment

 WARNING: Intense Madness
Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 15th May 2010 07:24
per level, I make it a goal to never EVER have over 72000 polys rendered at once. that's WAY too much for FPSC.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Festaddamms
16
Years of Service
User Offline
Joined: 24th Mar 2010
Location: Illinois
Posted: 16th May 2010 17:08
Thanx

Born to be Bipolar....
Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 16th May 2010 20:56
that's to run on less-powerful computers. my computer has no problem with 300000 polys and 50 enemies at once. just so you know.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 17th May 2010 04:32
The trick is to develop on a low-end machine. That way you know if it runs well on THAT computer, it'll run well on a majority of other peoples' computers as well.


The one and only,


Festaddamms
16
Years of Service
User Offline
Joined: 24th Mar 2010
Location: Illinois
Posted: 17th May 2010 05:01
Cool, that's what I was wondering. Because on a demo level I did a scifi theme with alot of cosmic prophets stuff (very good media btw) and I was running about 130000 in some spots. My computer lagged pretty good but it's not built for graphics it's only been used for music, which it did fine....you just need ram. I have never gotten over 17FPS on it's best day.

Born to be Bipolar....
Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 17th May 2010 05:25
A timerbased engine helps a bit for this, too. With that installed, 17FPS won't seem AS bad.


The one and only,


Bugsy
17
Years of Service
User Offline
Joined: 24th Nov 2008
Location: another place in time
Posted: 17th May 2010 05:38
in fact.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU

Login to post a reply

Server time is: 2026-07-21 14:40:37
Your offset time is: 2026-07-21 14:40:37