Appropriate Polygon Counts for Spring
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Re: Appropriate Polygon Counts for Spring
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.
- CarRepairer
- Cursed Zero-K Developer
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- Joined: 07 Nov 2007, 21:48
Re: Appropriate Polygon Counts for Spring
Hundreds of dudes in kilts with swords, close enough.
Re: Appropriate Polygon Counts for Spring
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.zoomed all the way out (with ~1000) it was much, much higher, but it was only showing the icons.
Re: Appropriate Polygon Counts for Spring
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?
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?
- CarRepairer
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Re: Appropriate Polygon Counts for Spring
Yes, they itch like hell and you gotta dust the entire house with this special powder to.. oh wait we're talking about CA.Saktoth wrote:The flea is 512x512 at ~500 tris (actually hugely wasteful) but do you ever have problems with flea spam?
Re: Appropriate Polygon Counts for Spring
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.
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.
I tried making 1000 glaives vs 1000 glaives, but when i gave them a move order I got a segfault.
I just got a 9800 GTX+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.

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.