Member
Joined: Sep 2002
Posts: 199
Chicago, Illinois
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Quote:
Well, from a test I did a while ago, in early May, taking out my blog again, here are my results and conditions in my experiment:
skin size (16x16 versus 2048x1024), object size (4x4 by 8 high versus 1024x1024 by 512 high), polygon quantity (4 versus 4096)
skin size (S for 16x16, L for 2048x1024), object physical size (S for 4x4 by 8 high versus 1024x1024 by 512 high), poly count (S for 4 polys, L for 4096 polys) S S S = 48 fps @ 208 objects, 35 fps @ 312 objects, 26 fps @ 416 objects, 18 fps @ 624 objects; L S S = maxed fps @ 27 objects; S L S = maxed fps @ 64 objects, 38 fps @ 256 objects, 22 fps @ 512 objects; L L S = maxed fps @ 27 objects; S S L = 50 fps @ 9 objects, 28 fps @ 18 objects, 15 fps @ 36 objects; 8 fps @ 72 objects; L S L = 50 fps @ 9 objects, 28 fps @ 18 objects;
So, about 360 objects on screen at once gives about 30 fps. From this, with a super high poly model, 69632 polys is the limit for 30 fps. This is with my Radeon 9600 XT on a 1.05 GHz processor with 512 MB 333 MHz RAM.
I don't understand how you were able to get a million polys....
In any case, the key is to avoid lots of entities and combine them into just one entity. My world has 25,000 polys total (and can be reduced to about 18,000 or so) and it renders at 30 fps. It consists of only six entities. This, however, does not include the platform levels which uses many entities (but this can be reduced drastically if the external textures feature gets implemented).
When you guys say objects are you reffering to the actual primitives or blocks that you use to build a level in WED or are you refering to entities or models that you use to populate the levels?
Is there a difference in terms of polygons between the two?
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