FOnline Development > 3D Development
3d models development
kttdestroyer:
--- Quote from: marcek1989 on November 20, 2010, 05:10:59 pm ---I found it screen some weeks ago but I don't know who made it. This model APA looks great!
--- End quote ---
Yeah, almost perfect. Maybe a bit more "loose" on the knees and biceps a bit bigger, also the armor more bulky on torso and especially on the shoulders and we have perfect APA model.
wezu:
--- Quote from: Gray on November 21, 2010, 08:44:17 pm ---It's just a theoretical raw performance. Additional effects like anisotropic filtering or shading lowers that number dramatically. Besides, some gamers don't have modern graphic cards.
--- End quote ---
Does FO use anisotropic filtering or shading?
And isn't anisotropic filtering for textures?
If you are talking about gamers that don't have a modern graphic card, then I'm one of them. My card is 6 years old it's one of the weakest of the nVidia 6 series (GF 6200) stuck in a AGP x4 slot.
Today I've made a small demo, just one mesh, 2 lights. The mesh is a subdivided teapot with ~700 000 triangles. Through the fix function pipeline (lights per vertex) I get 53 FPS, with a shader (per pixel light) 52 FPS. If you don't believe me I can provide the demo.
I don't want to undermine the project, or even criticise the models, some of them are great. They could be fantastic as a low level LOD (for max zoom-out).
I'm just saying that the polygon budget is outdated by 10 years. I know what I'm saying I'm a game dev myself, a beginner at it but I've done my math, I've done my homework I know how it works.
Izual:
--- Quote from: wezu on November 21, 2010, 10:39:06 pm ---Today I've made a small demo, just one mesh, 2 lights. The mesh is a subdivided teapot with ~700 000 triangles. Through the fix function pipeline (lights per vertex) I get 53 FPS, with a shader (per pixel light) 52 FPS.
--- End quote ---
FOnline is a MMO, it involves more than one player featured in the game at once.
bikkebakke:
700k triangles- you could spam 1400 weapons if you want (500 poly).
Or maybe 175 power-armors (2k poly) and 700 weapons (500 poly).
155 players (1500 poly?), 116 power-armors (2k poly) and 466 weapons (500 poly).
ofc I'm only counting the polygons (triangles if you rather want that word).
And this is counting with "highpoly" models on his outdated card (you said it yourself :P) and I'm just saying as he does, I don't want to undermine the models (hell I made a bunch of them), just saying that you may be a bit harsh on the polycount sometimes.
wezu:
--- Quote from: bikkebakke on November 22, 2010, 09:44:33 am ---700k triangles- you could spam 1400 weapons if you want (500 poly).
--- End quote ---
Just to make it clear, you can't spam 1400 models and expect more then 5fps even on a top end PC. You can get away with it if they all share one render state (texture and ligth) then they can be sent to the gpu as one mesh.
You will bump into this kind of problem way sooner than the polygon limit.
Do some math.
How many objects you want at once?
What is the max poly count for your target hardware?
Divid it, substract 30% to be on the safe side and you got your max-poly-per-object.
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