View Full Version : Amount of polys in a ....... game ?
Jamaludin 06-05-2004, 10:36 PM Heyall,
had a fairly dumb question,
say if you would to make models and texture for a fighting game, think Tekken. Would it be logical to say that you could pump a whole lotta more polys into those textures and environments since the game area is so small ? And if so, about how much would we be talking then ?
Thanks allot in advance
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Cullen
06-07-2004, 08:06 AM
Don't know for certain... but here are my thoughts.
While I think you could pump more into it for loading purposes, you couldn't load too much more in because you need to keep the frame rate up. Because if all is in a confined area, not much is getting culled. Almost all polys are getting drawn and tested for collision... etc.
So, in short... Yes and No.
"about how much would we be talking then?" Impossible to say. Not because I am not sure, but becasue every situation is varried.
Work on your frame rate... and see what you can fit in from there.
DCJones
06-07-2004, 01:38 PM
I recently played Soul Calibur II, and was amazed by the detail.
The characters can be made very detailed, you don't have to worry about getting 50 orcs on screen- it's always two characters, no matter what. This allows for some realistic animations and bone structures, and ofcourse texture detail and polycount. (can't give you hard numbers though - this is really testing to see what works and what doesn't)
The environment can be split up in pieces, as you have a fairly fixed camera position and you'll only view one "side" of the environment at a time. Furthermore, you're not going to wander off from the arena - so you can add detail where you need it, and use tricks for certain parts where you know that there's a certain minimum distance (for example, simple planes with textures on it). Level of Detail doesn't work here, so you'll probably have to create the polycount according to the most likely camera positions, and see if it looks good from there. This way you have complete control.
Textures are also pretty easy to control - simply set a maximum for each side of the room. When the camera rotates, don't render the back of the room.
You'll have to be sure that you've got extra texture memory available at all times, as loading/unloading textures from memory will always take some time.
Just some thoughts... I never actually built it. It's basically just testing it all... prototype all performance issues and set your guidelines for the artists.
Hope this helps a little, and if i'm talking nonsense, let me know :rolleyes:
Ysaneya
06-07-2004, 11:04 PM
In a Tekken like game, on current generation GPUs ? I'd say around 50k-100k polys per frame on the environment and average 8k to 12k for the characters.
Y.
soulless
06-11-2004, 10:59 PM
btw the soul calibur models are not extemely high detail...i guess around 3000-4000 polys
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