What is your poly budget?

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11 comments, last by Tillman 10 years, 9 months ago

But this isn't really the problem. The real problem is the one of finding appropriate level of detail. At 1080 resolution, you have 1310720 pixels, respectively 327680 4-pixel quads.

Doesn't 1920 x 1080 = 2,073,600 pixels? I'm curious why you used basically half the pixels of that resolution.

I'm not a programmer by any means, so please excuse my ignorance. I'm just trying to understand your numbers in regards to pixel counts.

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But this isn't really the problem. The real problem is the one of finding appropriate level of detail. At 1080 resolution, you have 1310720 pixels, respectively 327680 4-pixel quads.

Doesn't 1920 x 1080 = 2,073,600 pixels? I'm curious why you used basically half the pixels of that resolution.

I'm not a programmer by any means, so please excuse my ignorance. I'm just trying to understand your numbers in regards to pixel counts.

Hehehe, that's because I'm stupid... I multiplied some wrong numbers. You're right, it's twice as many pixels (but still the same logical consequence, even if it is not as immediately obvious).

The one obvious thing is that if you have basically as many vertices (or even more!) as you have pixels at some point. The not so obvious thing is that long before you approach that limit, you already have considerable double-shading of border fragments.

Many people use triangles instead of full-screen quads nowadays to save double-shading the fragments on the diagonal when they do post-processing. Now imagine the same thing happening with a hundred thousand small triangles all over the scene. The more triangles you have, the more pixels necessarily happen to lie on some skew line, or on a border in general, covering only one or two pixels of the 2x2 group.


Many people use triangles instead of full-screen quads nowadays to save double-shading the fragments on the diagonal when they do post-processing. Now imagine the same thing happening with a hundred thousand small triangles all over the scene. The more triangles you have, the more pixels necessarily happen to lie on some skew line, or on a border in general, covering only one or two pixels of the 2x2 group.

Is this avoidable?

If I can't avoid it can I solve it?

Is this avoidable?

If I can't avoid it can I solve it?

You cannot avoid this from happening, but you can avoid it from impacting you. The way the hardware works will not change, so inevitably you will shade some fragments more than once. Up to some point, this does not matter.

Smaller triangles generally give a "better look", but with diminishing returns. At some point, even smaller triangles do not give any benefit any more, but theamount of doubly-shaded fragments figuratively explodes.

The solution is to draw everything at its proper level of detail, and for the artist this means to either generate a model that contains discrete levels of detail, or something that will gracefully downgrade with an on-the-fly LOD algorithm. Ideally, all triangles as seen on the screen are approximately the same size.

Your main character's or an enemy's model might very well have 25,000 triangles for the head only when you look straight into his eyes. These 25,000 triangles will cover 80-90% of the screen, so that is perfectly OK.

On the other hand, the same model (head plus body) viewed at a virtual distance of 50 meters will cover an area of the screen coparable to your thumbnail, so it probably shouldn't have more than a few dozen or at most a hundred triangles. If a thumbnail-sized area on the monitor corresponds to 25,000 triangles, you're shading every fragment a thousand times and you gain no visual quality at all (in fact, it may very well cause nasty aliasing artefacts). If half of your screen consists of thumb-sized areas of thousands of triangles, you're in serious trouble.

The Polycount forums have some interesting resources and links.

I gave a search there, found these:

http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/

http://www.rsart.co.uk/2006/11/20/how-many-polygons-in-a-piece-of-string/

http://www.gamefromscratch.com/post/2011/04/21/A-question-of-power….aspx

http://www.polycount.com/forum/showthread.php?p=1046605#post1046605

http://www.polycount.com/forum/showthread.php?p=1051756#post1051756 (see bottom of this post.)

For my game Zombie Bounty:Unload for Gold on iOS I had a polycount budget of about 700 for the zombies and 350 for the weapons.

2-7.jpg

a-3.jpg

mp5.jpg

placidRifle.jpg

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