Jump to content

Recommended Posts

Posted (edited)

Title about says it all, what are the suggested recommendations on object polygon limits for the following:

 

Aircraft Models

Generic Ground Object Models (buildings, vehicles, etc.)

 

Finally, I have yet to get a clear answer on this one and I know they are obviously interrelated, but what in your opinion impacts performance more: polygon complexity vs. texture maps

 

Thanks for any insight, much appreciated!

Edited by swambast
Posted

These days, with TW games, it's the number of large textures that's the performance killer, rather than a large number of polys (within reason.............90,000 for one model isn't going to help).

 

I've had six large aircraft carriers happily wandering the virtual ocean with nary a stutter on my mid-fi rig. Of course, they weren't painted, but that's some 125,000 polys that the computer has to deal with.

Posted

I try to keep my planes around 15.000 polys, but I think that anything under 20.000 will still work fine. Remember that you can always use progressive lods for different distances.

Anyway just check the .OUT files, they should contain the poly count.

 

Textures can be a performance killer, but you can easily reduce them to a more comfortable size.

Posted

Thanks much Gents, appreciate the guidance!

 

Marcelo's Kiev runs 120K polys all by its lonesome. I have not experienced any issues with it.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..