Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Whirlwind

Target System/Target Polygon Budget

This topic is 6493 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

A bit on the software engineering side, but here it goes anyways.... I am interested in what the next wave of games have chosen as their target systems (PII/III 9000ghz, 1TB memeory, 4TB HD, 4D 512MB stereo video card, Linux kernal 4.3) and what polygon budget is reasonalbly expected to be pushed by the target system? How do you determine your polygon budget? Do you be sneaky and target it too low, knowing the art and engine team will go over anyways?

Share this post


Link to post
Share on other sites
Advertisement
Well, it really depends on when you plan to have the game finished and whether it is targeted a low-end machines or high-end machines.

Hardware gets double the speed in 18 months so if you plan to have something done in 18 months you should do what you can with our machine now and then expect the frame rate to double before your release. You should of course to this will a high-level machine of today if you target high-level machines.

Jacob Marner

Share this post


Link to post
Share on other sites
They also seem to double in price every 6mo as well . Anyways the easy part is the baseline system - you meerly pick one as far as I can tell. The hard part is figuring out the poly budget. I know graphics cards have a ''max polygons per second'' rating, but that is done from the manufacturers point of view and not from a reality point of view. Reality in the sense that the max polygon through put is real only if you are rendering the exact scene used to determine this max poly throgh put. How do you determine the real world max poly through put?

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!