hi for TA spring, how much is :
1. maximum acceptable number of texture (total and per unit) ?
2. maximum acceptable polygon number ?
3. optimum poly number per model (the maximum number that still considered efficient). Would 350polys for lv2 unit is still efficient ? (I assumes most player use sempron 2200, 64mb vga card and 256mb ram)
opinion and explanation plz
optimum texzture & model
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Poly/faces: most systems support very high poly models, over 500 is fine.
Textures: alot of small textures should be fine, most games have 1 large texture of 256x256 or 512x512 pixels, and that's for FPS games. it may be much lower in Spring, so individual textures of 16x16 or 32x32 should be okay, unfortunatly, the maximum texture file size is 2048x2048 which all the textures of the units are dumped in
Textures: alot of small textures should be fine, most games have 1 large texture of 256x256 or 512x512 pixels, and that's for FPS games. it may be much lower in Spring, so individual textures of 16x16 or 32x32 should be okay, unfortunatly, the maximum texture file size is 2048x2048 which all the textures of the units are dumped in

I'd still shoot as low as possible for things like infantry, though. You know, the kind of unit you're likely to see dozens, if not hundreds of. But for now, between 500-1000 seems to be a decent sweet spot. It takes a lot more effort to texture currently, though.
Also, GZ: Most modern FPS games use 1024x1024 and some even use 2048x2048 for textures, with 512x512 and less only being used for very low detail things. In any case, Yeha said the new unit format will support anything from 128x128 to 1024x1024 UV'ed texture maps for each unit.
Also, GZ: Most modern FPS games use 1024x1024 and some even use 2048x2048 for textures, with 512x512 and less only being used for very low detail things. In any case, Yeha said the new unit format will support anything from 128x128 to 1024x1024 UV'ed texture maps for each unit.
Just experiment. With B you can see the frame per second, and what use your CPU. I think it has been said that high poly units don't kill framerate as much as we'd think. BTW, when I put links surreptitiously like that, do people actually notice it is a link?
Awww zhat is not enoughGrOuNd_ZeRo wrote:Poly/faces: most systems support very high poly models, over 500 is fine.
Textures: alot of small textures should be fine, most games have 1 large texture of 256x256 or 512x512 pixels, and that's for FPS games. it may be much lower in Spring, so individual textures of 16x16 or 32x32 should be okay, unfortunatly, the maximum texture file size is 2048x2048 which all the textures of the units are dumped in

that means it only can have 4096 32x32 textures
or even as few as 1024 if we use 64x64 as standard
Now imagine WD soon have 150 kind of unit
with average texture 25 per unit that would be 3750 total!

well.... too bad the only thing i can do is make 32x32 as standard and make some texture set will be used by several units and .....
What I mean is that each piece (the subparts of the model that can be translated rotated etc by scripts) force us to reload a new transform matrix to the card and start a new display list. This cost about as much time as drawing 50 faces or so (differs between different cards and on how the current workload looks). In a future script format we will probably add some instruction to cache/meld pieces that the script knows wont change for a while to reduce this a bit.