Quake 3 curiosity
How many vertices or faces have a averange level in Quake3? And how many polygons have a character in that game?
Thanks,
Zeblar Nagrim, Lord of Chaos
15000 vertex per map.
Maybe 4000 really draw(probably less). 500 per model I think.
Why English rules?? C pas très malin tout ça!
Maybe 4000 really draw(probably less). 500 per model I think.
Why English rules?? C pas très malin tout ça!
Ooops!
That wasn´t much! Where have you get those numbers? I have like 100 000 vertex in my game.
That wasn´t much! Where have you get those numbers? I have like 100 000 vertex in my game.
I''ve heard that it''s around 10,000. I can''t remember if that''s Quake1, 2 or 3 though
There is a reason why it''s fast....
There is a reason why it''s fast....
In q3dm1 there is 13978 vertices. q3ctf1 24467 vertices.
I read it in the bsp directly.
Why English rules?? C pas très malin tout ça!
I read it in the bsp directly.
Why English rules?? C pas très malin tout ça!
The q3 models level of detail varies dependant upon the distance from the camera, there are three different models for each of the standard characters, I think, with the most detailed still only having around 300 poly''s.
The static geometry uses dynamic level of detail on curved surface approximations in real time. Use r_showtris 1 from the console and take a look around. Oddly, with showtris on you can also see that the engine splits and sorts decal quads into the world bsp tree which seems a bit over-the-top to me. I don''t know the poly count for an average level, but 15-25k sounds plausible.
Galgiel.
The static geometry uses dynamic level of detail on curved surface approximations in real time. Use r_showtris 1 from the console and take a look around. Oddly, with showtris on you can also see that the engine splits and sorts decal quads into the world bsp tree which seems a bit over-the-top to me. I don''t know the poly count for an average level, but 15-25k sounds plausible.
Galgiel.
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