Number Of Polys?
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- Gnoblar
- Posts: 1
- Joined: Wed Apr 06, 2005 11:23 pm
Number Of Polys?
under what number of polys should i keep my model?
- Antiarc
- Greenskin
- Posts: 120
- Joined: Thu Jan 23, 2003 8:40 am
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- shaft
- Halfling
- Posts: 97
- Joined: Sun Jan 19, 2003 12:54 am
No more than 36 triangles! Ha!
It really depends on several things.
1. The hardware you expext to run on... Better hardware can handle more.
2. Scene complexity - How many triangles are you expecting in a single scene. A 10K poly will animate just fine in an empty scene, throw in several 10k poly trees, with particle effects, lots of lights, etc. and things will slow down a bit.
3. Complexity of the skeleton (to a lesser degree).
So if you are doing a FPS where at most you can see a few complex creatures + scenery at a single instant, 10k poly is probably fine (probably could handle more - not sure poly counts on latest unreal tournament, or doom 3).
If you are doing a 3/4 view RTS where hundreds of units could be on screen at a time, I'd probably limit to a few hundred polys.
A real simple test... Take the skeleton demo in ogre, and keep adding walking robots until you notice the framerates dropping too low. Just remember to run the "RELEASE" build, or you may notice 10 objects is pushing it
It really depends on several things.
1. The hardware you expext to run on... Better hardware can handle more.
2. Scene complexity - How many triangles are you expecting in a single scene. A 10K poly will animate just fine in an empty scene, throw in several 10k poly trees, with particle effects, lots of lights, etc. and things will slow down a bit.
3. Complexity of the skeleton (to a lesser degree).
So if you are doing a FPS where at most you can see a few complex creatures + scenery at a single instant, 10k poly is probably fine (probably could handle more - not sure poly counts on latest unreal tournament, or doom 3).
If you are doing a 3/4 view RTS where hundreds of units could be on screen at a time, I'd probably limit to a few hundred polys.
A real simple test... Take the skeleton demo in ogre, and keep adding walking robots until you notice the framerates dropping too low. Just remember to run the "RELEASE" build, or you may notice 10 objects is pushing it
- Shaft (He's a bad motha... Shut yo' mouth)
- Sputnick
- Greenskin
- Posts: 110
- Joined: Wed Sep 08, 2004 11:49 pm
- Location: Lausanne, Switzerland
Your total number of displayed poly in your viewport should be between 100K and 1M triangles, I would say.
Then it really depends on the framerate you're expecting and on the number of entities you will have in you scene.
1) One 1M poly object will render faster than 1000 x 1K poly objects.
2) Culling will be far more efficient with small size objects than with objects that are bigger than your frustrum.
Other than that, you need to keep CPU power, for other things that rendering.
- Sput
Then it really depends on the framerate you're expecting and on the number of entities you will have in you scene.
1) One 1M poly object will render faster than 1000 x 1K poly objects.
2) Culling will be far more efficient with small size objects than with objects that are bigger than your frustrum.
Other than that, you need to keep CPU power, for other things that rendering.
- Sput