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