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3 Dimensional Chat / How many triangles?

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Forest
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Posted: 4th Jul 2006 22:01
I am just wondering if there are any guidelines for the number of triangles to use on 3D objects?
In a game I am designing there could be around twenty moving 3D objects (against a static backdrop tho). I read in a post that if you download or purchase 3D models, be careful of the number of triangles because it will obviously slow the game down. I have looked at some of these websites and see models with high, medium or low detail. Low detail models maybe having around 7,000 triangles. To have a large number of moving models as above, how many triangles per model would create a game that is not too slow? (Assuming the code is well designed and not too large). I assume that sometimes it is just a case of 'suck it and see' but some guidance would be of great benefit as astarting point.

Also, if the camera is positioned further away so the objects are further into the distance (or the objects are used at a small scale/size) so the detail visible on the models is less, does this increase the performance or does it have no effect ie are the models still drawn in full detail even tho it is not all visible?
BiggAdd
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Posted: 4th Jul 2006 22:36
Depends what u are modeling....

Turoid
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Posted: 5th Jul 2006 00:06 Edited at: 5th Jul 2006 00:06
It also depends on what kind of pc (specs) you want to run it....

SimSmall
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Posted: 5th Jul 2006 00:41
Quote: "Low detail models maybe having around 7,000 triangles"


How much?!! 7k is by no means "high detail" but low detail generally doesn't go over 3k. I suppose the suggested maximum triangle count really depends on what type of object it is. A player character model I would normally keep to about 2.5k. Usable objects, like weapons, keys or other utilities; 1000 is usually detailed enough.

Quote: "It also depends on what kind of pc (specs) you want to run it...."


This is very true. If you're writing for specs of Quake 3's time, you'd bee looking at 1000 for a player, 250 for a weapon, about 4000 for a level.

No more than 12 players:
12 players: 12 * 1000 = 12000
each player's weapon they are currently holding: 12 * 250 = 3000 (15000 total)
about 10 weapons and 2 powerups for players to pick up: 12 * 3000 = 3000 (18000 total)
The level itself: 1 * 4000 = 4000 (22000 total)

22000 sounds like a lot of triangles sounds like a lot, but a decent computer these days should be able to manage about 250000 no problem, of course, that is however, an estimate, not rock solid proof.
RUCCUS
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Posted: 5th Jul 2006 01:27 Edited at: 5th Jul 2006 01:27
As has been answered to the previous 10 posts about this in the last month, the amount of polygons in your models depends solely on the cpu it is running on, your personal preference, and your common sense. Thus, we cant tell you a number, so stop asking about it.

Van B
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Posted: 18th Jul 2006 15:56
Besides, texture resolution and transparencies take as much a toll on performance as detail levels do.

Mess around, test this stuff.

We all did it years ago, you have to know why your cutting down poly's or being flagrant with them. For instance, if your making a 2 player beat em up, then spend 50,000 polys on the backdrop level and 5000-7000 per player - because your overall polycount is still gonna be below 100,000. If your making a FPS, then this stuff is far more important, not only because of the media burdon, but also collision - when polygonal collision comes into play, limits get a lot tighter.

Aegrescit medendo

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