2 actors only on screen-how much polys each?

Topics relating to Modeling with Reality Factory.
Post Reply
Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

2 actors only on screen-how much polys each?

Post by Veleran »

If you have only two fighters in hand to hand combat and an average terrain around them,how much polycount do you say is recomended for each fighter including his weapons and armor?
Total 5ooo for each is nt too much-is it?I think it ll be playable.

How much the highest for each with stencil shadows,and without shadows.
Lets say the farclip plane/fog will be used.
User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Re: 2 actors only on screen-how much polys each?

Post by paradoxnj »

For RF1, 5000 is too much. I would keep it around 2000 tops.
Many Bothans died to bring you this signature....
User avatar
zany_001
Posts: 1047
Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa

Re: 2 actors only on screen-how much polys each?

Post by zany_001 »

paradoxnj wrote:For RF1, 5000 is too much. I would keep it around 2000 tops.
12000 polys is too much for one scene in RF2? :O
Once I was sad, and I stopped being sad and was awesome instead.
True story.
Wraps
Posts: 41
Joined: Sun Jun 06, 2010 2:04 am

Re: 2 actors only on screen-how much polys each?

Post by Wraps »

Considering I'm running 200,000+ just on the terrain in ogitor( and rf2's editor is suppossedly based on it) I'd say...for 2 characters....almost as much as you can get away with?
User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Re: 2 actors only on screen-how much polys each?

Post by paradoxnj »

No. I said 5000 was too much for RF1. You can do well over 200,000 polys in a scene using RF2.
Many Bothans died to bring you this signature....
User avatar
zany_001
Posts: 1047
Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa

Re: 2 actors only on screen-how much polys each?

Post by zany_001 »

Woops, I meant to say RF1. I didn't think RF1 was THAT limited, if you run it on a fairly modern computer.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Re: 2 actors only on screen-how much polys each?

Post by paradoxnj »

RF1 is CPU bound. This is the old style from 1996. RF1 can be converted to a GPU bound engine, but the effort is monumental and you might as well rewrite the engine and just keep the file formats.

RF2 will be GPU bound for rendering and CPU bound for logic. The GPU will handle all of the rendering which allows greater detail for models/levels.
Many Bothans died to bring you this signature....
Wraps
Posts: 41
Joined: Sun Jun 06, 2010 2:04 am

Re: 2 actors only on screen-how much polys each?

Post by Wraps »

and allows for lager-scale worlds, etc.Should be fun. :D
User avatar
paradoxnj
RF2 Dev Team
Posts: 1328
Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
Contact:

Re: 2 actors only on screen-how much polys each?

Post by paradoxnj »

Yep..being that it uses the Ogre 1.7 engine..we get the benefit of the PagedGeometry scene manager and sprawling editable terrain.
Many Bothans died to bring you this signature....
Post Reply