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Is this too many polys?

Started by February 12, 2002 03:32 PM
10 comments, last by STVOY 22 years, 8 months ago
quote: Original post by StrangeFate
It really depends of the game type and engine.
What matter is like said the total polycount on the scene and the engine.

For actual games like Q3 i''d go up to 1500polys, the ôriginal ingame models are lower in polycount but those are over a year old and totally outdated. 1500 polys and 1 or 2 512x512 skins run fine on actual systems.

For newer and coming FPS games 2000-5000 polys should be fine.
With a decent engine 2500-3000 polys is safe for a fast paced FPS game on the xbox still allowing very detailed level architecture and keeping 30fps. Same for the PC, you can go up to 5000+ but i''d be carefull with that.

If you''re doing a beat ''em up ala DOA for the xbox you can easily model at 5000-10000+ polys per char.


I said almost the same!. teeh hee.

In any case you can have in you home a ultra-geforce99999, but the end-users can have only a cheap tnt-2, it is really a problems ;-). The solution is to work with LOD!.




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"Cuando se es peon, la unica salida es la revolución"
-----------------------------------------------"Cuando se es peon, la unica salida es la revolución"
NV17 doesn''t even have vertex or pixel shader units, the X-Box has two vertex shaders... I think it''s a little bit more powerful then a GF2 Ti Like the AP earlier mentioned, it''s somewhere between GF3 and GF4 (in terms of both features and performance.)

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