Hey, im developing a 1st person game for the PC and i can't seem to find anything online that would really help me in figuring out where my poly counts should be.
- Engine: Unity.
- Platform: PC stand alone.
- Genre: Puzzle Adventure.
One of the core goals is to immerse the player into the atmosphere of the game, so graphics is a priority we're trying to keep.
While we were modeling props we thought are 300 polys really fine for a single door that would be multiplied over the environment?
or a 200 poly window? or if the House the player is going to play in is 5,200?
You did not make a typo ? Did you perhaps mean 300 thousands tris ? Wow, talk about a trip back to the past long gone...
A scene of 5,200 tris, is something that an nVidia TNT2 32 MB card can do. How can I know that number exactly ? Because over 10 yrs ago I had to create a series of 3D screensavers (C++/DirectX) that had to run - emphasis being on the word- fluently on an nVidia TNT 2. Do you have any idea how old that card is ? It was released in 1999. That's ~15 yrs ago !
Hell, even GF2 GTS, that was released mere 13 yrs ago, was giving me fluent framerate for scenes consisting of over 120,000 tris - though I gotta admit,that terrain renderer had some pretty neat optimizations - but still - scene of over 100k tris on GF2.
I can't talk about Unity's renderer performance, so you will have to test that one out, assuming you can even lay your hands on a properly ancient (& still working!) HW of sorts(not implying Unity'd run on TNT, but you get my point).
Now, I know very well it is very easy to write renderers that waste performance.
But to write a renderer that has a problem with a primitive scene of 5000 tris and a couple textures , even on a gfx card 5 yrs old, now that would be a truly icredible feat.
I don't remember the exact model of my gfx card that I have in my computer, it is GF 4XX-series, so it's best yrs are at least 3-4 yrs behind us.
But few days ago, when I was testing some hi-poly meshes, I got myself a scene consisting of over 4 million tris, yet I still got over 50 fps.
And that's with zero optimization - 200 Mil tris per second. I did not play with proper caching of indices, or proper vertex size or proper configuration of multiple vertex streams or anything. It was just a simple brute-force for a short test.
Who, in this day and age, spreads the rumors that a 300-poly mesh could possibly be a problem ? If someone has a phone that can't handle 5000 tris, he sure as hell ain't gonna play your game on it for a very simple reason - 'cause he ain't playing games on his phone at all...
Now, I'm just waiting for the first person to bring the integrated gfx "argument" to this discussion...