Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
0 registered members (), 1,119 guests, and 0 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
polys vs vertices #76407
06/02/06 00:45
06/02/06 00:45
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline OP
Senior Developer
anonymous_alcoho  Offline OP
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
I think this has been asked before but I can't find it. I know it takes engine time to draw polygons but does the vertex count decrease FPS as well?


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: polys vs vertices [Re: anonymous_alcoho] #76408
06/02/06 07:00
06/02/06 07:00
Joined: Sep 2005
Posts: 235
Switzerland - Zurich
sinnlos Offline
Member
sinnlos  Offline
Member

Joined: Sep 2005
Posts: 235
Switzerland - Zurich
well, the vertex count is related to the poly count.
if your model has alot of polys, it will have a lot of vertices.
a single polygon has at least 3 vertices.

so u dont have to think about the vertex count. just count the polys.

i hope this helps you out.... im not sure if understood your question right.
english is not my mother tounge.

cheers

sinnlos

Re: polys vs vertices [Re: anonymous_alcoho] #76409
06/02/06 09:54
06/02/06 09:54
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Vertices are more important to the frame rate than polygons are. From a test I did a while ago, a model with 30,351 vertices and 60,000 faces took half the time to render than did a model with 60,000 vertices and 30,000 faces. Always merge your vertices and use as few as possible. If it means having polygons intersecting, then do it if it doesn't pose any problems.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: polys vs vertices [Re: ulillillia] #76410
06/02/06 14:46
06/02/06 14:46
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline OP
Senior Developer
anonymous_alcoho  Offline OP
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
thanks uli.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: polys vs vertices [Re: ulillillia] #76411
06/02/06 14:57
06/02/06 14:57
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline
Serious User
Christoph_B  Offline
Serious User
C

Joined: Nov 2003
Posts: 1,267
ef
i think thats not because of the high vertex count itself, but bacause of the fact, that a model with a lot more vertices than faces also has a very dirty mesh and so it takes more time to render ans slows down the engine.


sef
Re: polys vs vertices [Re: Christoph_B] #76412
06/02/06 15:02
06/02/06 15:02
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
It all depends on the time the graphics pipeline needs to draw a polygon. If you have a plain color most of the work is done by the vertex shader (included gouraud shading). If you use a texture high poly/low vertices models are rendered slower (depends on how the uv map is used). If you use a pixel shader it's even slower (like per pixel normalmapping).


Follow me on twitter
Re: polys vs vertices [Re: mk_1] #76413
06/02/06 15:26
06/02/06 15:26
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
vertices have to be 3d-transformed, transformed for animation,... so of course vertex count matters.

i think with triangles it's more the amount of overdraw they cause (how many pixels have to be drawn) than the number of them.

the number of triangles and vertices most of the time is quite related anyway though.

Re: polys vs vertices [Re: ventilator] #76414
06/02/06 15:37
06/02/06 15:37
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Quote:

the number of triangles and vertices most of the time is quite related anyway though.




I agree with this. Normally, there are twice as many triangles as vertices, always true in a closed mesh.

With just 100 vertices, you can theoretically have up to 9604 triangles. I may have stated that, with the maximum of 65,535 vertices that it was some extremely high number - I used the wrong formula. It's not pow(2, vertices-2), but rather pow(vertices-2, 2). With the maximum, you can have, theoretically, 4,294,574,089 triangles.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials

Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1