Hello, My team and I are working on a sci-fi mmorpg, we have some ca done and before i can get them turned into models i need to let them know of rough poly limits.
So could anyone please tell me some limits for charcaters, buildings with interiors, trees etc as i dont know what ogre can handle. As you know it will be a mmorpg so there will be alot of players on screen at any 1 time and im hoping to aim for the more higher end of computers, The sort that most gamers have nowadays:)
Many Thanks
Mike.
Appologies if this post is in the wrong forum
Poly limits
- haffax
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As haffax, this has been discussed in the forum already, but there really no set answers.
You first have to decide what your minimum specs are going to be. With that decided, you can determine a poly budget. Ex. Card X is our minimum. Card X can handle a scene in ogre with XXX,000 polygons. This is your budget. From there, you then have to decide what is most important, characters, terrain, npc's, and everything in the scene. Give each category a priority, with the higher priorities have the the higher numbers. Then you have to estimate how many of each type of object are going to be in any given scene, and from there you can calculate what each item's budget is.
That linked post from above has a guy who knew exactly what he wanted. He knew exactly how many of each type of item he wanted to display. From there it is easy to calculate. If you dont know that much yet, you still have some planning to do.
Essentially, it is all up to you and your game's requirements. No one can set it for you. Each game should have different requirements.
You first have to decide what your minimum specs are going to be. With that decided, you can determine a poly budget. Ex. Card X is our minimum. Card X can handle a scene in ogre with XXX,000 polygons. This is your budget. From there, you then have to decide what is most important, characters, terrain, npc's, and everything in the scene. Give each category a priority, with the higher priorities have the the higher numbers. Then you have to estimate how many of each type of object are going to be in any given scene, and from there you can calculate what each item's budget is.
That linked post from above has a guy who knew exactly what he wanted. He knew exactly how many of each type of item he wanted to display. From there it is easy to calculate. If you dont know that much yet, you still have some planning to do.
Essentially, it is all up to you and your game's requirements. No one can set it for you. Each game should have different requirements.
