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spirogyro
03-30-2005, 07:19 AM
what is considered a good amount of poly's (quads) for environments in gaming?

Melfice
03-31-2005, 02:08 PM
Uhm, it's a hard question to answer. the amount of polygons needed in an environment depends a lot on the game, the technology used and much other things. Perhaps is not the same rendering for a fighting game than for a FPS. But there is a measurement that can help you. Think of the polygons you see in each frame of game. More or less, that's the amount you can use, It also depends on the technology the game is relying on, but that's a good measurement so you can keep things fluid (which is VITAL!!!) and to make a nice looking game.

if it's a FPS, a racing game or the like think of a little amount for each place (say 2000 to 5000) and keep in mind that when you exchange from one location to another, you can see both places at a time, so the "transition" areas should be simple, and then, add detail if the technology is able to endure.

Its like modelling low poly characters. think also in using textures correctly and most important of all, WISELY.

But again, is a hard question to answer.

Good luck!

TurboTwo
03-31-2005, 02:50 PM
Good textures a key to a good level. Don't model what you can use a texture for. They can make or break you. I always try to keep things as low as possible but sometimes it's good to add detail. As it can make a level really nice. It's really a good balance of everything.

When I design levels, if there is an outside part. Usually lower poly. Inside rooms I usually like to spend time on adding a few more details.

rakmaya
04-01-2005, 02:04 PM
If you are asking for a good ratio for different end of the system, A scene could have anywhere from 100 polygons to 500K polygons depending on the shader you apply. In most cases, we have seen that the new graphics cards the scene has an average 300K polygons with Normal mapping applied to make it a 80+ Million polyongal scene. Like people before me said, use polys where it is necessary (which is in most places). Overall, depending on how complex of a shader you apply, you can increase or decrease the poly count. For example a shader such a Blur can easily bring a 60 FPS to around 15 FPS in a very small scene in most cards. Of course shaders are not the only one to watch out; the entire render pipeline effects the fps.

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