Sign in to follow this  

3D GFX polycounts

This topic is 4397 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

just a few basic questions about 3d graphics 1 what would be a reasonable poly budget (how many polys on the screen at a time) for a modern computer (p4) with a better than build in video card but not the latest gforce either. And about 30+ fps 2 what would the poly budget for something like half-life or morrowind 3 be 3 how much do other factors like the size of the poly or shaders affect the speed.

Share this post


Link to post
Share on other sites
I would be far more worried about fill rate, too complex pixel/fragment shaders, the impact of "let's set it to the max" fsaa and ani filtering, insane high res textures, even overdraw, long before worrying about poly count. It also depends highly on what you actually DO with it. Software skinning for shadows and collision detection would mean to not go overboard with poly count on skinned models. Making sure you send vertices as cache friendly as feasable helps. Basically, you can make 1million polygons go fast or just crawl. But it all depends on what you want your engine to actually do with it and of course how efficiently it can be done.

Share this post


Link to post
Share on other sites
to second trienco ill leave you with the case of q3

Quake 3 shaders could have upto 3 layers, which means if your gfx card had multitexturing the same triangle would be rendered 4 times.

So even though the maps are 12 000 polygons, in reality they maybe alot more, considering also that players/weapons/all statics could also have these shaders applied to them. :-)

im sure if you put gl_smooth to gl_flat you could possible render double the polycount...

But then ur back at a 1994 comp game :-)

Share this post


Link to post
Share on other sites

This topic is 4397 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.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this