Excessive detail
Posted: 17 Jun 2007, 21:17
I felt like bitching, so here I go.
No amount of detail is excessive if it's a unit that will only be seen in numbers of 50 or fewer in any realistic setting, for instance, a nuke launcher. If I remodelled a nuke launcher to be 1,000 triangles, it wouldn't be excessive. Even if I went to 10,000 triangles, you're never going to see more than one or two.
That's the opinion I had before I bought a GeForce 8800.
My opinion is now, "Excessive detail" is impossible. If I had the time, I'd remodel fleas at 1,000 triangles. The reason is, you'd need at least 600 of them to drop the game below 60 FPS - and even then, you'd hit 60 FPS because of the pathfinding required sooner than you'd hit it due to an overabundance of detail. If I remodelled commanders to 5,000 triangles each, I'd still feel justified. You are guaranteed to see a maximum of 10 of them at one time, or about how much the average graphics card would giggle about.
The definitive formula is:
If a unit must be seen in numbers beyond which the pathfinding engine becomes the main bottleneck, even on a top-of-the-line CPU, detail that bugger all to hell.
Geforce 8800 GTS 320mb is $270-$310 currently, and is the fastest thing you've ever seen. It could render the universe in a little less time than it takes to order a pizza. This is despite it being only a few months old, imagine how much less it could be by the time a large-scale mod is complete.
Don't develop mods for NOW, develop them for WHEN THEY'LL BE DONE. At the price of a single 8800, you get a card that makes the fastest 7xxx series quad SLI configuration look like a toy. And that's today! The smallest real mod project will take at least 6 months to come to full completion. 6 months from now they'll be much cheaper and even FASTER ones will be available! This is exponential growth. Make units that are 100 triangles. Big whoop, you can get 17,000 of them onscreen with common hardware. You can get 1,700,000 of them onscreen with an 8800. Woohoo. I know I'd love to have seventeen million units running around. Only problem is, no processor can handle it, so you're at a hard limit of about 500-1000 units, so all your optimization is a waste of time and effort, and it'll look like crap. Sorry, optimized crap.
Don't take it to the same extreme as I do if you want, but it is officially "OK" to require people to upgrade their pre-millennial computers in order to play what amounts to a brand-new game. This isn't TA. We need not delete faces on the underside of units. We need not delete geometry that won't be seen except rarely. We can draw details that most people will never even notice, it's allowed. Spring should automatically BSoD anyone who attempts to run a mod with any units that have less than 100 triangles apiece.
No amount of detail is excessive if it's a unit that will only be seen in numbers of 50 or fewer in any realistic setting, for instance, a nuke launcher. If I remodelled a nuke launcher to be 1,000 triangles, it wouldn't be excessive. Even if I went to 10,000 triangles, you're never going to see more than one or two.
That's the opinion I had before I bought a GeForce 8800.
My opinion is now, "Excessive detail" is impossible. If I had the time, I'd remodel fleas at 1,000 triangles. The reason is, you'd need at least 600 of them to drop the game below 60 FPS - and even then, you'd hit 60 FPS because of the pathfinding required sooner than you'd hit it due to an overabundance of detail. If I remodelled commanders to 5,000 triangles each, I'd still feel justified. You are guaranteed to see a maximum of 10 of them at one time, or about how much the average graphics card would giggle about.
The definitive formula is:
If a unit must be seen in numbers beyond which the pathfinding engine becomes the main bottleneck, even on a top-of-the-line CPU, detail that bugger all to hell.
Geforce 8800 GTS 320mb is $270-$310 currently, and is the fastest thing you've ever seen. It could render the universe in a little less time than it takes to order a pizza. This is despite it being only a few months old, imagine how much less it could be by the time a large-scale mod is complete.
Don't develop mods for NOW, develop them for WHEN THEY'LL BE DONE. At the price of a single 8800, you get a card that makes the fastest 7xxx series quad SLI configuration look like a toy. And that's today! The smallest real mod project will take at least 6 months to come to full completion. 6 months from now they'll be much cheaper and even FASTER ones will be available! This is exponential growth. Make units that are 100 triangles. Big whoop, you can get 17,000 of them onscreen with common hardware. You can get 1,700,000 of them onscreen with an 8800. Woohoo. I know I'd love to have seventeen million units running around. Only problem is, no processor can handle it, so you're at a hard limit of about 500-1000 units, so all your optimization is a waste of time and effort, and it'll look like crap. Sorry, optimized crap.
Don't take it to the same extreme as I do if you want, but it is officially "OK" to require people to upgrade their pre-millennial computers in order to play what amounts to a brand-new game. This isn't TA. We need not delete faces on the underside of units. We need not delete geometry that won't be seen except rarely. We can draw details that most people will never even notice, it's allowed. Spring should automatically BSoD anyone who attempts to run a mod with any units that have less than 100 triangles apiece.