FOnline Development > 3D Development

3d models development

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Graf:

--- Quote from: Gray on November 20, 2010, 09:39:42 pm ---It's too much anyway. Whole man in armor is not more then 2k polys. Additionally, weapons may lay on the ground in a big amount, slowing the performance.

--- End quote ---

--- Quote from: bikkebakke on August 30, 2010, 09:31:58 pm ---A lowpoly gun in FOnline standards are like 100-150 polys, a high poly would be around 300 polys (and would have to be optimized i think).
Same applies for rifles but the high polycount is increased to around 500-600 (and its polycount would probably have to be lowered).

--- End quote ---

Izual:
I think your model is much better anyway, Gray :)

bikkebakke:
I think it would be okay for some guns to have a high-polycount.

I don't know how it is now but when I played I don't think I ever saw anyone with a m60...

So, my guess is that the models that is used most are the ones that need to have a low polycount, still should try and keep the models optimized even if they are rare i guess >_< (just more important with the more used objects in my opinion).

wezu:
300 polys for a object? Are we suddenly back at the mid '90?
 
A modern graphic card can render 5-20 millions polygons without braking a sweat. A bit more if they are organized into tri-strips and fans, a bit less with quads and higher order polygons. And it's been this way for years. The limit is the number of draw calls (batches), you can have one mesh with 100 000 polygons but you can't have 1 000 meshes with 100 polygons (unless you merge them on the cpu before sending them to the gpu or use some trick like hardware instancing). Even if a model has 10 000 triangles the graphic card will only render 5-8k due to backface culling.

In the worst case scenario you will have 200-300 independent meshes (and that's waaaaay to many anyway), having them at 300 polygons each you get a grand total of  60-90k but only 40-60k (or less) will get send to the gpu thanks to backface culling. Even an Intel GMA can render 100k polygons at 60fps.

There are only two cases where polygon count matters - intensive animations or a complex vertex shader. I think FO uses the fix function pipeline anyway so the vertex shader is out, weapons are rigid by nature so there's no per vertex animations there, only characters are left so unless you put +100 bones in them your safe. 

I can't help myself asking what is the target hardware for models with 100-300 polys?

And I can't help myself even more asking why not use a simple LOD mechanism?  There'd be decent 5k models for close-ups and cheap 100-200 polys from far away.

bikkebakke:
Yup, I've been wondering the same thing, but I got no answer so I just followed their orders :P Also I don't think we are using bumpmaping so that also ease down the stress for the computer.

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