
Not mine, zaphod's pic for Upspring, otherwise though it looks like it has about 50 polys
We REALLY need a few modelers (I'm too inexperienced) to make some MUCH better models, I don't like my big blocky commanders

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quoted for truthZenka wrote:Oh for the love of Caydr.
Surely you, Alantai Firestar, are capable of rememering all the previous threads about poli count.
bottom statement: Poli count doesn't couse noticable lag.
It's the texture what causes more lag. (and ofcourse pathfinding etc).
Ice, how can you not want better looking units? A high poli unit can have a recognizable design.
Loads of units lag the game, and high poli loads of units will to. (note not by the fact they are high poli).
sorry, polygon dont cause internet lags...IceXuick wrote:well higher poly models would offcourse look better (in close-up anyway). The lag thing is an unfortunate thing of internet, and because this is played quite alot online, i do like offline AI or lan games aswell. As i do like to have huge battles, with really HUGE ammounts of units (why i liked the unit limit sliders that goes atw up to 10k :D)
That is all handled client side. Unit behaviors are not random and servers need only send certian parts of info... IE unit a moves, unit a targets enemy unitb.maestro wrote:sorry, polygon dont cause internet lags...
during internet gaming just data of unit coordinates and axis of each part exchanged...
Spring's selling features are in it's zooming and rendering. High poly models would sell those things so much more. Otherwize we mostly have a nonspectacular engine update to TA. Modern day video cards can easily handle the extra polies, might as well use them.IceXuick wrote:i dont' think putting higher poly models would be that good.
I think TA is meant for large battles, where there are 2 things important.
1. recognize every single unit by it's design
2. have alot of units
I can surely recognize all the units as they are now. With higher poly's in a zoomed out view, you might not even recongize them as easyly as they are now, and would kick down the performance when playing..
So i would say a no to higher poly-units.
Thank you, I was thinking of posting the exact thing but couldn't hit the nail on the head, my computer is about 3 years old, and has equipment from then, and can easily play with several thousand units, I have no lag problems whatsoever, so I do think it is a better idea, unless anyone has computers from 4+ years agoSwiftSpear wrote:Spring's selling features are in it's zooming and rendering. High poly models would sell those things so much more. Otherwize we mostly have a nonspectacular engine update to TA. Modern day video cards can easily handle the extra polies, might as well use them.IceXuick wrote:i dont' think putting higher poly models would be that good.
I think TA is meant for large battles, where there are 2 things important.
1. recognize every single unit by it's design
2. have alot of units
I can surely recognize all the units as they are now. With higher poly's in a zoomed out view, you might not even recongize them as easyly as they are now, and would kick down the performance when playing..
So i would say a no to higher poly-units.