Appropriate Polygon Counts for Spring - Page 5

Appropriate Polygon Counts for Spring

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Appropriate Polygon Counts for Spring

Post by smoth »

I don't see any dudes mooning the english... best part in the movie IMO, second best is steven, who is obviously based on me.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Appropriate Polygon Counts for Spring

Post by CarRepairer »

Hundreds of dudes in kilts with swords, close enough.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Appropriate Polygon Counts for Spring

Post by Argh »

zoomed all the way out (with ~1000) it was much, much higher, but it was only showing the icons.
Well, there's your answer, right there. When rendering the icons, it's not rendering the Unit geometry at all. You've hit GPU chokepoint, basically.
Saktoth
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Joined: 28 Nov 2006, 13:22

Re: Appropriate Polygon Counts for Spring

Post by Saktoth »

If you dont have problems with the spherebot in CA, and you expect similar numbers of units, thats 1k tris at 512x512.

Just ensure you have some more expensive units to replace these in larger scale warfare. Melee units do not stack well, so i doubt you'll ever get that many (archers may be more of a problem if they are just as cheap).

The flea is 512x512 at ~500 tris (actually hugely wasteful) but do you ever have problems with flea spam?
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Appropriate Polygon Counts for Spring

Post by CarRepairer »

Saktoth wrote:The flea is 512x512 at ~500 tris (actually hugely wasteful) but do you ever have problems with flea spam?
Yes, they itch like hell and you gotta dust the entire house with this special powder to.. oh wait we're talking about CA.
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: Appropriate Polygon Counts for Spring

Post by maackey »

yes, 500 fleas/glaives in ca brings me down just the same as my berserkers. Interestingly enough, the wreckage didn't cause too much of a slowdown. I got ~30-40 fps just looking at the remains of the two dead glaive armies (1000 units in all) and ~90 looking close up at a blank patch of earth.


I tried making 1000 glaives vs 1000 glaives, but when i gave them a move order I got a segfault.
Argh wrote:Well, there's your answer, right there. When rendering the icons, it's not rendering the Unit geometry at all. You've hit GPU chokepoint, basically.
I just got a 9800 GTX+ :|
My cpu load goes through the roof when i give loads of units, as well as the draw world time. I would hope that it isn't the raw model/texture that is bringing my comp down to its knees. Granted, I probably have far less experience with the engine but something tells me its not just graphics.

Also @ sak: yeah, i plan to have lots of other guys for units (namely wizards and super powerful mythic beasts) I don't really foresee enormous battles like that; hopefully gameplay will tend to be <200 units fighting at once, which is quite reasonable performance-wise.
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