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how many pollys can A6 handle #47913
06/16/05 19:57
06/16/05 19:57
Joined: May 2005
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RuneHunter Offline OP
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How many pollys (on screen) can the A6 engine handle while maintaining at least a steady 30 fps?

I got only about 30,000 pollys.

I am also using trial version if that has to do with anything. Also can I make it faster?

Last edited by RuneHunter; 06/16/05 20:00.
Re: how many pollys can A6 handle [Re: RuneHunter] #47914
06/16/05 20:14
06/16/05 20:14
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Excessus Offline
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I don't know of any strict limit, but ofcourse this is limited by your hardware and by how regular your mesh is..

Re: how many pollys can A6 handle [Re: Excessus] #47915
06/16/05 20:21
06/16/05 20:21
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RuneHunter Offline OP
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regular?

and how about other people, what can other people handle. Cause I know this other engine that can handle 100,000 easily (but I am trying to weigh the differences out)

Re: how many pollys can A6 handle [Re: RuneHunter] #47916
06/16/05 20:30
06/16/05 20:30
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Excessus Offline
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By regular I mean that a box with 12 triangles renders faster than an all messed up shape with the same amount of triangles. There was a great article about this on virtual worlds, but unfortunately that site is gone.

Re: how many pollys can A6 handle [Re: Excessus] #47917
06/16/05 20:40
06/16/05 20:40
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RuneHunter Offline OP
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dang it. I am just looking at different engines now (2 different ones) and there are good things about both but this engine is seeming a bit slow to the other right now.

Re: how many pollys can A6 handle [Re: RuneHunter] #47918
06/16/05 21:38
06/16/05 21:38
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Blackberry Offline
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On a GeForce 6800 gt, i have gotten well above 1 million. The trick is to not have many enties(with a small number of polys), but one entity(with many polys). I have a house with nearly 50000 polys. I duplicated it many many times and made a rectanlge block of houses. This also doesn't include and normalmapping or shaders. Don't focus on how many polys an engine can handle, focus on the artwork(including shaders). That's what makes a game look good. I've personally seen meshes that were skinned horribly, and had several hundred thousand polys, and they still looked like dirt.

Re: how many pollys can A6 handle [Re: Blackberry] #47919
06/16/05 22:04
06/16/05 22:04
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RuneHunter Offline OP
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well the test I did was I (my friend) created a sphere. The sphere had about 9800 pollys. I placed 4 of those in the level. I made it so they were all on screen and it started to run choppy. I can't tell you the exact fps cause I don't know the fps variable or how to get that. The spheres were textured with a solid color (red/black) and had no other properties applied.

That is why I am worried about pollies. Also I have learned my comp is quit slow and doesn't handle some things good.

AMD athlon 2800+ (2.08 GHz, acts like 2.8GHz)
512mb ddr ram
ATI radeon 9200 256mb 128 bit PCI


(reformated using the gw scan 1 month ago (the gw scan writes the ENTIRE hard drive to 0))

Last edited by RuneHunter; 06/16/05 22:05.
Re: how many pollys can A6 handle [Re: RuneHunter] #47920
06/16/05 22:10
06/16/05 22:10
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Blackberry Offline
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To get the FPS, press F11 in the engine window when you're in design mode. It'll be the upper-leftmost number. If you're targeting slower computers, then use more artwork and much less polys...

Re: how many pollys can A6 handle [Re: Blackberry] #47921
06/16/05 22:23
06/16/05 22:23
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RuneHunter Offline OP
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well I had about 40,000 pollys.

on screen I got 30 fps with an ocasional frame skip. off screen I got 60.

Well... I am not sure. I do know this is the best engine out there.

Re: how many pollys can A6 handle [Re: RuneHunter] #47922
06/16/05 22:54
06/16/05 22:54
Joined: Jan 2003
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Blackberry Offline
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Blackberry  Offline
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lol. This is the best engine for me... There are other engines that are made for other things. Find one you like, and stick with it. There are plenty of threads out there that argue the differences between all the engines, so go check those out if you want to know of any more...

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