Why run high poly models without lods then run your graphics on low?? I don't understand?!?!?!?FlyinHigh wrote:Maybe put some more effort into your pipes? heres the one we made
Upcoming Models #2
Re: Upcoming Models #2
Hi
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Re: Upcoming Models #2
Stevo texture memory effects performance more than poly count would.
Re: Upcoming Models #2
They still go hand in hand. Theres no point in having a 10k poly object with 256 pixel texture. Its just silly.m121c wrote:Stevo texture memory effects performance more than poly count would.
Hi
Re: Upcoming Models #2
Well if your objective is to get high performance as possible then yes it would be silly. You can't feel the difference between a few thousand polys anway, people freak out over poly count to much. I've had 750k in game before with no problems at all.
Re: Upcoming Models #2
Whats a good balance of poly count to texture mem for one "scene". Full gate and empty??m121c wrote:Well if your objective is to get high performance as possible then yes it would be silly. You can't feel the difference between a few thousand polys anway, people freak out over poly count to much. I've had 750k in game before with no problems at all.
Hi
Re: Upcoming Models #2
My guess is this:
Bike poly count: 15k-25k
Texture size: 2k OR 2k x 4k
Rider Model: 8k-15k (Helmet, Boots, Braces included)
Texture size: 2k OR 4k
To me this would be for GOOD computers only (Sad kinda since most Next-Gen games are way above these marks, although they do have $$$$$$ and resources so jlv has done good with only himself). Me personally, this is where my work will always be around because I can't stand having to try to put high detail into low detailed areas. If things make you lag turn down your graphics is the way I think.
Now if its empty gate I would say do what your heart desires I guess.
Bike poly count: 15k-25k
Texture size: 2k OR 2k x 4k
Rider Model: 8k-15k (Helmet, Boots, Braces included)
Texture size: 2k OR 4k
To me this would be for GOOD computers only (Sad kinda since most Next-Gen games are way above these marks, although they do have $$$$$$ and resources so jlv has done good with only himself). Me personally, this is where my work will always be around because I can't stand having to try to put high detail into low detailed areas. If things make you lag turn down your graphics is the way I think.
Now if its empty gate I would say do what your heart desires I guess.
Re: Upcoming Models #2
So for every 1k map you would get 10k polys? I was just looking at it from a track object point of view. I'm thinking you would need possibly 2k per 10k polys. At least but I'm not too sure.
Hi
Re: Upcoming Models #2
That wasn't a picture in my game lol, that was one a friend took on his pc. My computer is more than capable of running anything maxed out 

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Re: Upcoming Models #2
LOLFlyinHigh wrote:Just for you andy![]()
http://gyazo.com/f52cdd0f4d0fe35997fb0ec9366bc2e3
http://gyazo.com/7fe1dced15a50b5f1a1e61ee0f696c64
Re: Upcoming Models #2
Ok??? So in the first one you have high poly wheels and everything but you turn your texture res way down. Now you have low poly wheels and your texture res is nearly maxed?? Come on guyFlyinHigh wrote:Just for you andy![]()
http://gyazo.com/f52cdd0f4d0fe35997fb0ec9366bc2e3
http://gyazo.com/7fe1dced15a50b5f1a1e61ee0f696c64

Hi
Re: Upcoming Models #2
I do believe that this is no laughing matter and that every graphical setting is maxed out 

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Re: Upcoming Models #2
i see this discussion is going somewhere




d4u5d6u7 wrote:good staff, nice skins, like