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Building Little Parts vs. Big Parts
JonnyAnomaly Offline
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Posts: 179
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Joined: Nov 2012
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#3
RE: Building Little Parts vs. Big Parts

I think the poly count exceeding 600 triangles being bad is incorrect, or at least its a bit extreme as 600 triangles is pretty low and there are plenty of models in Amnesia that exceed this number. In general, I don't think poly count even seems to matter that much anymore as opposed to amount of different objects with different textures. As long as you aren't going crazy with high tri count on every object, it won't really make any difference. I'm working on a map at the moment which includes a large house from outside, with many high poly objects. There's probably around 100,000 triangles on screen at once, and its only when adding particle effects and shadow casting spotlights around the place that the FPS starts to lower.
10-01-2013, 04:03 PM
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Messages In This Thread
Building Little Parts vs. Big Parts - by Alex Ros - 09-30-2013, 11:21 PM
RE: Building Little Parts vs. Big Parts - by JonnyAnomaly - 10-01-2013, 04:03 PM



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