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FPSC Classic Product Chat / Reducing poly count and lowering detail Help appreicated!

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Gunbarrelguru
17
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Joined: 6th Jun 2009
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Posted: 5th Nov 2010 00:56
Hi everyone,

I'm looking to know if there is any way I could lower the poly count of models such as characters and weapons and lower the detail a bit so they look more late playstation 1ish. I don't want the map around them to be affected though, only certain objects. Is there a way to do this? I appreciate your help

Thanks so much!
Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 5th Nov 2010 03:24
I can see my assistance is needed here. I'm one of the most anal-retentive optimization freaks around this forum.

tell me your poly count for the map, and I'll try to help you.

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
AbdulAhad
16
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 5th Nov 2010 10:45
I'm here too!

I'll help you out with this along with Bugsy!(who knows his way around the engine more than me)

Abdul Ahad
Gunbarrelguru
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Posted: 5th Nov 2010 21:05
Okay good, cause I'm OCD about these things. My scene has around 46,571 polygons in it.
CoffeeGrunt
18
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Joined: 5th Oct 2007
Location: England
Posted: 5th Nov 2010 21:14
Not that much tbh. System specs?

Astro Chickster
User Banned
Posted: 5th Nov 2010 21:24
Why would you want it to look like a PS1? Haven't we progressed enough in 16 years to handle a bit more than that?
CoffeeGrunt
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Posted: 5th Nov 2010 22:36
FPSC hasn't apparently.

Gunbarrelguru
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Posted: 6th Nov 2010 00:32
hahaha, thats right Coffeegrant. Truth is, i'd rather stare at Deus Ex 1 at 40 fps then Bioshock at 11 fps. Yeah, I know my machine isn't very fast, but what gets me is I can play Half-Life 2 at a high frame rate and then a moderately sized fpsc map barely runs.

Once again, help on how to do my forementioned question appreciated. I know its a bit outdated but don't hate me cause I'm working on a prjoect that's my greatest.
Bugsy
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Posted: 6th Nov 2010 00:49
46k polys isnt high, but a good question is the amount of dynamics in the map. how many do you have?

(enemies, breakable objects, doors, windows)

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Gunbarrelguru
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Posted: 6th Nov 2010 02:46
hmmm, lets see. About 3 vent shafts, 4 destroyable objects. 1 elevator, 2 doors. Also, 7 enemies. I think that's everything. If I could reduce the polys of the guards some way I think it would run alot better.
Bugsy
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Posted: 6th Nov 2010 05:47
no, just reduce the number of guards. 46k polys will probably go a lot faster if you test without enemies.

first, make sure you trigger ALL of your enemies and make NONE of them spawn at the start.

second, be sure to never have too many enemies running at the same time. for your comp, I'd suggest never more than 2-3. in WWC, which is aimed at a slightly higher end PC, I still never allow more than 5-6 at a time.

tell me your FPS with and without enemies in the map. then we'll see.
(also your polycount with and without)

imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Gunbarrelguru
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Posted: 6th Nov 2010 18:23
Thanks so much Bugsby! Thats a good rule I think for me, no more than 2 or 3. Though it will have to force me to be more clever with the placement thereof.

Without enemies spawned the fps is 32-34
With only 2 enemies at a time the fps is 16-28 depending on which direction I'm facing, with a poly count of 30k. Now the map is actually playable!

Also a question, do marker zones such as spawning enemies and playing sounds effect frame rate? I can never tell
Bugsy
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Joined: 24th Nov 2008
Location: another place in time
Posted: 6th Nov 2010 18:26
yes, as they are dynamic, but not as badly as something thats an actual object. enemies themselves are very high poly, so they will take up a lot of resources. try to find a polycount with enemies that's good, and playable, like 30 fps, and stick below that.

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

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