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OuncleJulien

Healthy face count?

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How many faces do you guys try to limit displaying on the screen at any given time? I realize this number is largely dependant upon the type of game/application you''re making. Though I''d just like to get a feel for what face limit people are striving for.

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Depends on the amount your system can take. The more it can the better, while the performance does not degrade too much. In my work I use order of hundreds of thousands to few million faces. But around few tens of thousands is pretty healthy :D.

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Charles Bloom of Oddworld suggest throwing as much as possible at your engine as you can. Then when it becomes necessary trim polys and improve the efficiency.

www.cbloom.com

~Wave

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For GF4+ Hw and 1.5Ghz CPU,
100 000 poly/frame @ 30Hz
5 times overdraw max
500 batches/frame max
200 texture changes/frame

is a decend figure.
(any part of the pipeline can be a bottleneck, though)

I did some tests and was able to spit out more than 40 000 000 tri/s in ideal cases (3~5x that on very high end hw).

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Guest Anonymous Poster
as many as you can possibly get without dropping the framerate too low

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