logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,643
Total Threads: 8,744
Posts: 95,519

Administrators:
DeeZire, Redemption

There are currently 30 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 04-14-2005, 03:26 PM   #1 (permalink)
Member
 
Join Date: Mar 2005
Location: Brooklyn, New York
Posts: 43
Default poly counts

I have seen some in game mods with like 600+ polys units
Now i was under the impress that it should be no more then 300+

now my mod for the most part will be played on my pc only
becasue my system is far above the minal specs for the game, i assume that i can push past this 300 poly limit, not my question is what is the cap on the poly limit, i mean in Proclone's titan mesh had more the 700 polys

if i was given the 700-1100 poly limit my walker mesh whole have about 200% more detail.

But like wise i mean if i have 20 walkers on screen and they are 1100 poly each what kind of slow down am i looking at,

has anyone done any expirementing with the max # of polys this engine can handle, becasue alot of these mods seem to have very high poly count models, I ran into this problem when i tried to download the blizkerg II mod, it says my system does not meet the requirements to run,
but i have a 64 bit chip with a GT SLi nivida card so what gives, Does the mod only work for 32 bit P4/XP chips? or is some other non related error.
(i was very excited to try that mod :cry: )
weed_eater is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-14-2005, 03:47 PM   #2 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
Send a message via MSN to ComradeJ
Default

It all depends on how much you'll be seeing. For example, and Overlord could have twice the polycount of a Battlemaster (not that it has though). I'd go to a max of 600 for basic units, maybe 900 max for rare units. But lower is always better, that speaks for itself.
ComradeJ is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-14-2005, 05:24 PM   #3 (permalink)
Senior Member
 
Join Date: Sep 2001
Posts: 734
Send a message via ICQ to Flyby
Default

Don't underestimate the engine.
I had over 30 1400polygon units massed and moved around without a hickup..
Flyby is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-14-2005, 05:56 PM   #4 (permalink)
Member
 
Join Date: Mar 2005
Location: Brooklyn, New York
Posts: 43
Default

yea that what i saying, has anyone done any tests,

Flyby whats your system specs?


all you do is create a bunch of high poly torus or something and see how much it takes to chunk up the system,
I remeber someone stating that there were former developers and employees from the team of C&C on this forum, i assume they would know the limitation of the Sage engine,
in terms of max poly count on screen.
if they could post that info, im sure it would help others

I mean from a programing stand point the sage engine seem to be able to push alot of polys. 30 x 1400 = 42,000 polys if flyby says didnt chunk up his system, then in theory if 30 units = about 40k polys the max this game engine can problely push is 120k on screen,

Awesome a 1400 poly unit is like 20 times the detail as my low 300 poly models, jesus now i can make some nice looking models i was worried that i would have to do everything in textures rather then polys but now that i can model more details into the mesh.

I mean i figure with a 6600 GT is could push 500k polys onthe screen at once @ 60-90 fps
weed_eater is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-14-2005, 11:41 PM   #5 (permalink)
Senior Member
 
Join Date: Dec 2003
Posts: 217
Default

SAGE is pretty capable. With a 9600 video card and a P4 CPU 3.4ghz I was well over 500,000 polygons on screen before the FPS dropped below 30.
sc4freak is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-15-2005, 05:57 AM   #6 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
Default

The largest unit I intend to add to Blood Amongst the Stars has a chassis of 3000 polys, 30 400 poly turrets and 4 650 poly turrets, as well as two additional 650 poly overlay pieces; that's a total of 18900 polys. However, this thing IS supposed to fill the screen quite happily, so don't expect other units to go overboard.
Personally, I find that about 600 polys is the upper performance max for infantry, 1200 for vehicles on a lower end machine.
Since we're not giving a stuff about lower end machines (or medium range machines), we're going for high detail instead, so it doesn't really matter.

The lag that you'll recieve will be fairly minimal on most machines that meet the specification listed for the game. I doubt you'll have too many problems with it.
Ambershee is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-15-2005, 07:42 AM   #7 (permalink)
Senior Member
 
Join Date: May 2004
Posts: 134
Default

in my macross and gundam mod, averge poly counts of gundam units is over 1000, but it still go by about 30 FPS with fx5700 and AMD 2500+.
homura is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-15-2005, 08:33 AM   #8 (permalink)
Senior Member
 
Join Date: Jul 2004
Location: London, UK
Posts: 376
Send a message via MSN to AntiSocialKindaGuy
Default

I found the only slowdown on a 3ghz P4, 786 DDR + 5900XT was caused by 3D shadows.
AntiSocialKindaGuy is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-15-2005, 11:06 AM   #9 (permalink)
Member
 
Join Date: Mar 2005
Location: Brooklyn, New York
Posts: 43
Default

your bottleneck is your chip you should get a 64-bit chip.
weed_eater is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-16-2005, 05:25 AM   #10 (permalink)
Senior Member
 
Join Date: Dec 2003
Posts: 217
Default

SAGE doesn't even utilise 64-bit! :lol:
sc4freak is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
GMAX polycount tool counts quads????????? scythe_3000 Generals & Zero Hour Editing 24 08-01-2004 10:07 AM
poly question TibMoon Generals & Zero Hour Editing 11 07-05-2004 01:30 PM
poly counts in gmax and/or renx Captain_H Generals & Zero Hour Editing 5 07-04-2004 04:36 AM
Poly counts & methods of dealing trex238 Generals & Zero Hour Editing 23 05-18-2004 05:07 AM
Poly Count? INI help jmb8785 Generals & Zero Hour Editing 6 05-13-2003 11:25 AM


All times are GMT -4. The time now is 10:56 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.