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Old 09-13-2011, 05:53 PM   #1
Rincewind
Default Polycount limits ?

What are the limits for various assets? And how much tris in PR Warrior?
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Old 09-18-2011, 05:42 AM   #2
UK_Force
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Default Re: Polycount limits ?

First look here at these threads:

http://community.bistudio.com/wiki/Oxygen_2_-_Manual

http://community.bistudio.com/wiki/Multimaterial

http://www.philipk.net/tutorials/mod...lar_rocks.html

http://community.bistudio.com/wiki/M...Addon_Tutorial

http://forums.bistudio.com/showthread.php?t=82188

http://rte.jonasscholz.de/blog/main/

http://www.renderhjs.net/textools/

http://www.unwrella.com/

http://www.texturebaking.com/


Quote:

Truth be told, so long as the object renders and there are good LODs, its not really going to be an FPS sucker. The engine isn't limited by polygons but by vertices/normals...something like 30k.

The most important part for judging performance is said to rest with section count

For reference:

OA model.........First LOD (triangles).......~ # ofSections

A10...................22.2k....................... ........10
UH1H.................21.5k........................ ..... 7
M1151 GPK........17.9k.............................. a lot
AH64D ..............16.6k.............................. 7
UH60M...............14.4k......................... ......10
M2A3 ERA..........14.3k .............................. 4
MK16 SCAR........11.5k................................6
Small Mosque......10.9k...............................3+
Delta Force.........10.1k............................... .6
Minaret................9.3k....................... ..........2+
M3 MAAWS......... 8.0k................................ 3

I'd say 10-15k tris is a good target for weapons, buildings, and soldiers. Vehicles can target 20k (not including proxy models). The fewer sections the better. Proxies count as a section, I believe.
Quote:
Polycounts of vehicles in arma2 range around 10k to 23K in triangles, infantry easily 30K with all the equipment and weapons.

A few counts in tris',
bradley- 13K
AAV- 11K
T-90- 20K
LAV 25 -13K
MLRS- 19.3K
AH-64- 16.6K
Bradley ERA- 14.7K
M1A2 TUSK- 24.3K
MTVR open- 27.8K
MTVR fuel- 24.5K

Strykers _

50cal- 21.5
MEV- 10.8
MEC- 18.3
CV- 17.7
ATGM- 10.6
SLAT armor (this is it by itself) 2.8 so basically you take this 2.8K and stack it atop the other counts and you get the in game count)




Since this is a wheeled vehicle these might work better, these are the triangle counts of the OA humvee's, I wouldn't included K because at this point it should be obvious

light armor- 12.6
avenger- 26.2
medical- 25.4
soft top- 19.7
heavy armor- 21.1
TOW- 14.7
CROWS 50cal- 19.3
CROWS Mk19- 20.2
SOV- 24.3



You don't have to worry about the way the inside looks from the outside as much as you would in say bf2, in Arma's case there are special LOD's, Driver, Gunner and Passenger which could all three give different views of the vehicle.

So for example you can model the steering wheel on the exterior to be 12 sided, but inside with the listen LOD's you could have it be perfectly smooth and far richer detail which only the occupants would see closeup, thus saving you performance on the outside but giving the best visuals inside.



Hope this helps
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Old 09-20-2011, 04:34 AM   #3
PuFu

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Default Re: Polycount limits ?

Source: Bohemia Interactive Forums - View Single Post - Improvements I believe a decent number wants
Quote:
Originally Posted by PuFu View Post

A mesh contains a vertex buffer, an index buffer, and an attribute buffer.
* The vertex buffer contains the vertex data, which are the mesh vertices.
* The index buffer contains vertex indices for accessing the vertex buffer. This can reduce the vertex buffer size by reducing duplicate vertices. Only an indexed mesh uses the index buffer. If a mesh is made up of a triangle list, for example, it does not use the index buffer.
* The attribute buffer contains attribute data. Attributes are properties of the mesh vertices, in no particular order. A D3DX mesh stores attributes in a group of DWORDS, for each face.


By indices in the index buffer:
* 15 bit index - 2^15 = 32 767
* 16 bit index - 2^16 = 65 535
* 32 bit index - 2^32-1 ~ 4.3 billion per draw (yes, that is right, billion).

Newer cards support 32bit, as well the older 16bit and 8bit. It's all about memory management.

Further reading:
Resource Types (Direct3D 10) (Windows)
Rendering from Vertex and Index Buffers (Direct3D 9) (Windows)
Mesh Support in D3DX (Direct3D 9) (Windows)
Direct3D Buffers
Chad Vernon Vertex and Index Buffers


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Old 09-21-2011, 01:23 PM   #4
General Dragosh

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Default Re: Polycount limits ?

This might be usefull as a sticky, me thinks


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Old 09-22-2011, 05:51 AM   #5
PuFu

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Default Re: Polycount limits ?

a few notes (based on the post by UK_Force):
1. Proxies do NOT count as SECTION. Every individual mapped texture and material(rvmat), and even color (RGBA) does.
2. The max vertex count is based on (as per my previous post) vertex normals. For a hard surface vehicle, around 16-17k is max. For smooth objects, higher. In theory a sphere could go up to 32k (using one smooth group/vert normal for the entire mesh) - this can be cheated if proper normal maps are used.
3. Proxies do not carry over animations. BUT proxies can be animated as with any other part of a model.

More reads:
TexView 2 Manual - Bohemia Interactive Community - cover all texture types and their mandatory suffixes.


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Old 09-22-2011, 06:14 AM   #6
[R-DEV]motherdear
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Default Re: Polycount limits ?

Thx for that last post pufu, helped answer the most important question for me


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[R-CON]Pantera : maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this.
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