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do you think RF can support render something like this?

Posted: Wed Mar 22, 2006 11:25 am
by TyFun Team
ok just wonder...
since RF has (i think) Bumpmapping support, and it is a great tool to make games i was wondering if this shot i made last night of a scene could be reality in "reality Factory" :)

i've reduced the car polys so they are now ~12000, and the environment has 30000+ polys, so do you think RF supports this high polycount?? :)

just wondering...ºººº

Posted: Wed Mar 22, 2006 1:19 pm
by ZenBudha
I think 30,000 poly's for that environment is way too high. You could get similar looking results with less than half of those poly's.

You can get away with a 12,000 poly car only if you don't want more than 1 car in a scene or it's a car show walk through simulator or something.

RF has had a lot of features added but it's still an old system underneath. Which means all of the specil options must be used carefully.

Polycount is a bit of an art and a bit of science. The question is not and never has been how many poly's can I have.
The question is how few poly's can I get away with. Can I reduce than gun model another 100 poly's without affecting how it looks? Am I see'ing those extra 300 poly's in that guys face...or am I just seeing the texture?

Then it depends on how much action the game has. The less action the more poly's you can use since low frames per second won't be as annoying. For example running around shooting at 30fps sucks. Anytime you turn fast the screen gets jittery, and it will start to make you sick to your stomach.
30fps is a RPG or adventure style game is no big deal though.

Posted: Wed Mar 22, 2006 9:51 pm
by Spyrewolf
actually i think RF can produce visuals very similar to those, but some things would have to be faked,

i can see dynamic shadows, Check
i can see some normal mapping check,
i can see some specular effects, check

i see paralax mapping, no go

however i forget how many times i've said this just because the engine can do everything you see there, doesn't mean very much, unless you a very talented artist you'll be hard pressed to recreate those visuals,

Check out tubulanis's (spelling?) screenshot's i think that would be pushing the engine to it's graphical limit's the screen's that he has produced are some of the best i've seen. using the static meshes and shadowing effectively

Posted: Wed Mar 22, 2006 11:22 pm
by scott
or the other option is to make most of the game in other programs and hopefuly if and when RF2 comes out use that, as im sure ti will be able to handle more polly's.

Posted: Wed Mar 29, 2006 3:53 am
by MakerOfGames
Ok, that scence has 30,000+ polygons??!!! I bet the environment could be done in less than 1500.(thats only counting the colums I saw, if there are more in a room behind the one visable then it has to be higher.) Also, the 12,000 poly model for the car is still excessive. The screen is great but you cant forget about your target market. Are you making a game for those with the best graphics card? Or the masses with the a few year old integrated graphics card? I bet that scene could easily look just as great with 15,000 polys or less total. But of course this is coming from someone only currently spectating all this hands on game making, my game is still in early design stages after 2 years!!! Screen looks good though!

Posted: Wed Mar 29, 2006 7:17 am
by Jim
this screen is more impressive Image

yup

Posted: Wed Mar 29, 2006 4:50 pm
by TyFun Team
yup that's good,

but i guess it's a little strange having a car in a city that is made with no shadows, no reflections of the environment(only the ambient texture arround) and no lightning effects.

the image i made has not only the polycount "thing"

ambient, reflections, lightning effects...

that all together!

I guess u don't give * 'bout that but...
that is what makes good games with good graphics...



TO: MakerOfGames & ZenBudha:

Yes, i know that it can be made with much less polys, but that is not my point, i wanted it to be like that to test RF barrier of polys...
I'm currently making some new shots that have even more polycount, and soon i'll convert everything i have done so far so i can test all potential of RF. (for Screenshots only, not playable)

Posted: Thu Mar 30, 2006 7:20 am
by Jim
actually the engine is in beta and all the shadows and reflections will be added in the next release. as far as that making good games thats not true. good games need to be entertaining, the whole purpose of a game is fun.

edit hmm, didnt realize that screen was your own work, I guess thats why you got so defensive.

the screen I posted is not my work.