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FPSC Classic Product Chat / I dont really under stand polygons in scene

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TheDesertEagle
14
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Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 1st Jan 2012 19:54
Ok so im thinking that polygons in scene means that ifr i have 45000 Polygons in scene ill have maybe 50-67 FPS but i get 44+ why?everthing else like AI and other is low

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
anayar
16
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Joined: 19th Aug 2009
Location: Minneapolis, MN
Posted: 1st Jan 2012 19:58
Does it make a difference though? Anything 30ish and over gives you smooth gameplay so is getting 44 a big problem?

Also, pertaining to your question, 45000 isn't a lot of polies, so I'm not sure why you are getting the frame rate drop

Cheers,
Anayar


For KeithC
TheDesertEagle
14
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Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 1st Jan 2012 20:08
I dosent make a difference but i want to understand it
it takes about over 120000+ for me to get 22 FPS most of the time

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
TriSpefear Studios
14
Years of Service
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Joined: 11th Nov 2011
Location: Dallas, Texas, USA
Posted: 4th Jan 2012 14:47
lol... if i get 15000 polys my comp stays at 15 FPS


"Pull the Grenade, Throw the Pin?"
Gencheff
16
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 4th Jan 2012 15:15
First of all , happy holidays!

Now , polygons on screen is a very vague statistic if you relate it to frames per second. You could have 70 000 polygons of static data without a bone structure and animations , no movement (hence the static description). This might bring you a full 60+ fps.

Now add characters with double-digit bone structure , move them around , manipulate the bones and geometry in real time (a.k.a play animation) , apply shaders , use lights and shadows and you get a mix of heavy processes impacting your framerate. The less polygons on the scene , the less processing work per cycle , the faster the game runs (or is capable to if frame rate is capped).

Or it could just be your PC specs

Cheers,
Gencheff

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
TheDesertEagle
14
Years of Service
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Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 4th Jan 2012 15:40
ohh thats why everything on my map was moving

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
raymondlee306
16
Years of Service
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Joined: 24th Oct 2009
Location: Ohio
Posted: 5th Jan 2012 00:29 Edited at: 5th Jan 2012 00:41
Polycount is just one part of the equation. Are you running static or dynamic shaders? Do you have dynamic entities?, Are you using bloom, or post processing effects? Are you in doors or outside rendering infinity? How big are your textures (Make sure you don't have a 1024x1024 on a coffee cup on a table no one will notice) Do you have polyleak (meaning it looks closed but you have a small gap somewhere making the computer render infinite space when it doesn't need to.

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