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Ravenloff

Polygon count targets for FPS project...need input

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Greetings. Scott McGlasson here from indie Codex Studios, currently imbroiled in the C3 project. www.c3command.com After the concept art started rolling in and the engine was decided on, I started speaking to a number of industry pros regarding THEIR projects, most notably artists from the UT2003 team. These questions revolved around what they thought the "average" game pc would be like in mid-2003 and what kind of polygon counts they were shooting for in their games. I started with working knowledge of what Tribes 2, released in 2001 when we all had TNT2''s and GF2''s, and even some Voodoo''s. Tribes 2 player models 2000 vehicles 1500-1700 weapons up to 800 textures maxed at 512x512 And this is will no L.O.D. as far as I know, although I''ve heard three levels. The consensus for the "average" system in mid-2003 was P4 1.5ghz GF4 or equiv 512 megs ram (some argued whether DDR would be standard) So...here''s my question. I will post our polygon caps and ask for input. C3 player models 3000 vehicles up to 2200 weapon up to 1000 textures maxed at 1024x1024 Since we are using Jet, we will be taking advantage of Jet''s PM (progressive mesh) ability. It seems to work VERY well. Input???? PS. We are a lightwave-only crew. It was a happy accident that all the modelers ended up that way.

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