Map Poly Counts

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BioWave

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I haven't really kept up to date with the info that has been realised, i was wondering if they have said anything about the recomended or maximum map poly/triangle counts? you know just the terrain mesh.
 
Not that I know of... But I think it depends on the map design. If I'm not totally mistaken, props (ie nearly everything except terrain) are culled automaticly when not in view, and that is on top of LODding. Terrain is probably LODded too (it is in every other game, like BF1942, its just that it far away). So its hard to determin the count, even if you have a 200,000 poly terrain mesh, you might only see 20,000 of those at any given time. And I have no idea of what HL2's choke point is.

Answer? Nobody knows until we actually test it to the limits :)

Edit: Considering Source, I dont think there is a limit in practise. The real limit is far beyond what any gcard could handle. So its all up to the mapper to design his map well, or the mod to determin how much LODding they want.
 
Dawdler pretty much paints the picture :) It would take a lot to breach the maximum count indefinatley. I'm still having fun with Half-Life 1's Poly Count ;)

Just hit 14,000 epoly. :rolling:
 
Map limits are probably not much higher than HL1, as there will be far less in maps, things like doors, tables, pipes etc. will all be models (props) and not contribute to map polies.
 
I'm currently mapping of C&C Renegade, and the choke point without characters and vechiles (added when you play) is about 40-45k the choke can be minimised by reducing the material types.

Have they said any thing about how the engine copes with textures and blending? anything on the visibility system too???
 
I dont think anybody has thought of asking, hehe.

But hopefully its quite much better than renegade. The Morrowind engine was able to display (yes, display, as in all on screen at once) 100,000 polys at 20 fps on a 700/Geforce DDR :)
If its half as good, its VERY good.
 
HL2 implements full DirectX9 support. That means bump-mapping, texture blending, dynamic light and shadow, and reflections; just to name the ones that come to mind. Depending on how much you use these shader functions, it will have a dramatic impact on your poly count. Also, HL2 models will count bigtime in your poly count.
 
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