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Polycount , codeing overhead, and framerate #33838
09/23/04 04:20
09/23/04 04:20
Joined: Aug 2004
Posts: 11
C
colekindred Offline OP
Newbie
colekindred  Offline OP
Newbie
C

Joined: Aug 2004
Posts: 11
I just stress tested the engine.

The minimum system requirements for the game I'm working on and the computer I'm testing on are.

AMD 64 3200+
2 gigs of ram
geforce 5 256 megs

Yes I know these are high but by the time the game is published these requirements should be pretty standard in the US anyway.

In anycase I imported a gargoyal model with a short animation sequence (vertex based though bone animation will be used once I get by the import problem)
the gargoyal model is 28,340 polygons and a temp 512x512 texture

I used a hollow cube for the level

My framerates were as follows

with 8 animated gargoyals on screen for a total of 226,720 polygons
30 fps

with 6 for a total of 168,040

40 fps

with 4 for a total of 113360

53 fps


I would like The game to run at around 50 fps so heres the plan

First I am cutting the 113360 max poly count by 1/4 to account for the overhead of diffrent textures and partical effects ect...

Leaving me 85,020

Then I am cutting that by 1/4 to account for AI and the like leaving me

63,765 as my max on screen poly count.

I plan to divide that as follows

3/4 character models 47,823 polys for characters
8 characters on screen would give me an average per character poly count of 5977.875
1/4 level 15,941.25 on screen level polys.

Does this look reasonable

Oh and hears a pic of the gargoyal model that I loaded in (its not done yet)






Current 3D work in progress [url=http://www.rit.edu/~mrh9661/GargoyalNT.jpg]http://www.rit.edu/~mrh9661/GargoyalTailPersp.jpg
Re: Polycount , codeing overhead, and framerate [Re: colekindred] #33839
09/23/04 19:49
09/23/04 19:49
Joined: May 2003
Posts: 609
Rattenfängerstadt
Rigoletto Offline
Developer
Rigoletto  Offline
Developer

Joined: May 2003
Posts: 609
Rattenfängerstadt
Hi,

if you use the same model 8 times it falsify the results. Test it with different models.

Re: Polycount , codeing overhead, and framerate [Re: Rigoletto] #33840
09/25/04 15:23
09/25/04 15:23
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
you can use normal mapping to greatly reduce poly count but retain the detail..


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