Hi all. I am currently developing an open-sourced MMORPG using the Ogre3D engine. We are still early in development so it will be quite some time until we arrive at Beta, and release. This is where you input is needed. Our current polygon estimate for game models is around 3000 (for charadcters). Since this will be a MMO, it will have mainly outdoor scenes with many trees, plants, buildings, etc. Since it will be a long time until we will be at the release stage, I feel that I want to up my poly limit, since by then (2-3 years), the low, standard, and high end gfx cards will be able to handle so much more.
I have been looking all over the place (Gamasutra, GameDev, Google) for an idea of how I am going to make my estimate and have not found anything conclusive yet. I figure with all the artists around, someone might want to point me in the right direction.
My plans are to get the main tri-count that a good card can handle in one scene (with normal mapping and shaders), then estimate the amount of items that we will have in any given scene. This is assuming that a good card from today will be the low end card in 2-3 years. Current trends would say I am very safe in this assumption. From there, I will prioritize the types of objects and give the highest priority the highest limits.
My main concerns are that we have limited resources, so I do not want to have to redo things too many times. I do not want to go too high, but too low might not be good as well. At least with too low, we can do simple poly dividing (I have ZBrush) to up it if it comes to that. Removing detail seems to be more counter-productive than adding, IMO.
Anyone have any input to add or subtract? All types are welcome. Thanks ahead of time.