age old question with a twist
age old question with a twist
how many pollys can the engine handle is the basic question, as i want to make just one room and want to know how many pollys i have to spare within the detail, it wont have doors and the player will not be able to leave the room so whats in the room is all the player will see.
*GD*
hmmmmmmmm sounds very very interesting... Im not sure I have an answer but if its just one room i think probs a few (like 3-5) thousand would be okay...
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there is no set limit,
the amount of poly's depends on hardware, and what end of the computer market your aiming your game at,
it usually is a better idea to aim at mid to low end computers, so it doesn't require twin Geforce 7900's to play.
RF is a good engine and you can aim where every you like,
By using LOD's model optimizations, combined with normal maps, coupled with good level design, you can have very detailed environments,
it's all about planning your game out,
you could make your game then test it on another computer with lower specs than your own to see how it handles and where the frames start to drop, then see what you optimize in that area.
the amount of poly's depends on hardware, and what end of the computer market your aiming your game at,
it usually is a better idea to aim at mid to low end computers, so it doesn't require twin Geforce 7900's to play.
RF is a good engine and you can aim where every you like,
By using LOD's model optimizations, combined with normal maps, coupled with good level design, you can have very detailed environments,
it's all about planning your game out,
you could make your game then test it on another computer with lower specs than your own to see how it handles and where the frames start to drop, then see what you optimize in that area.
the engine still doesnt have T&L does it? i dont know as i havnt seen anything about it in some time, so does that still mean it doesnt matter about the graphics card?
i am trying to aim this at 1Ghz cpu with about 256mb ram, how many pollys could be successfully used, using LOD will help in cutting it down but this is one room so wont help too much.
i am trying to aim this at 1Ghz cpu with about 256mb ram, how many pollys could be successfully used, using LOD will help in cutting it down but this is one room so wont help too much.
*GD*
so does that still mean it doesnt matter about the graphics card?
i don't think that is entirely true, i think the video card helps a bit but you are right most of the load is on CPU, i do think some of the calculations are detemined by graphics card 'cos in my old PC i put a newer card in it and the perfomance with frames increased some.
you will need someone with more technical knowledge on this to give you a better understanding,
saying all that though that is correct TnL is still in the pipes but RF can still make some great game ifs your willing to plan it out.
It's not only the polygons it's also the textures. The only advantage RF takes from a graphics card is the viedo memory, because rendering itself is done inside the graphics card but all the hard stuff is done by the CPU.
So that the graphics card just puts the texures over the already transformed vertices.
(transform = put something from the 3d space into the 2d space of the monitor and put everything into the right order so that the graphics card knows what has to be rendered first)
This way RF takes a minimum of graphics card adantage....
It could be that your old graphics card didn't have enough memory, spyre, so that all the textures had to be frequently sent over the agp/pci bus which is MUCH too slow for any graphics card...
An addition:
PCI Express really was a marketing gag - it's still WAY too slow, which is why today's graphic cards have 256+ MB of video memory. That memory is just much faster - in some cases even faster than the system memory.
So that the graphics card just puts the texures over the already transformed vertices.
(transform = put something from the 3d space into the 2d space of the monitor and put everything into the right order so that the graphics card knows what has to be rendered first)
This way RF takes a minimum of graphics card adantage....
It could be that your old graphics card didn't have enough memory, spyre, so that all the textures had to be frequently sent over the agp/pci bus which is MUCH too slow for any graphics card...
An addition:
PCI Express really was a marketing gag - it's still WAY too slow, which is why today's graphic cards have 256+ MB of video memory. That memory is just much faster - in some cases even faster than the system memory.
Everyone can see the difficult, but only the wise can see the simple.
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