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Dimensions of a model?

Submitted by WiffleCube on
Forum

Apart from ideal proportions, what would be a good convention for
how tall/wide/deep a character is (in pixels)? I forget what the
Quake2/3 convention was. I'm looking for proportions that (a)
keep the polygon count reasonable (b) don't distort textures overly.
On the same topic, given current graphics cards, what would be
an upper limit for polygon complexity? I'm all ears.

Submitted by nomiakasu on Sun, 05/09/04 - 5:27 AM Permalink

We're still peaking at around 4k tri's for current gen stuff next gen could see up to 15k (Unreal 3 will be about 10k.) Don't look for a lot of multiplayer action at this level though.

Submitted by Malus on Mon, 06/09/04 - 2:27 AM Permalink

Thats actually dependant on the engine of a particular game.

A sim wouldn't have a 4000 character for current generation technology and arcade fighting games are higher than that already.

WiffleCube: What are you looking at building the character for?

Submitted by conundrum on Mon, 06/09/04 - 3:49 AM Permalink

i think that for half-life 2 the main characters get about 7500 tris and and most others are around 3000 or so.

Submitted by WiffleCube on Mon, 06/09/04 - 4:07 AM Permalink

Malus: As a mob (mobile object) in a game i.e. generic monster/humanoid. i.e. they have to be rendered real-time,
not for cutscenes etc.

Submitted by WiffleCube on Mon, 06/09/04 - 4:10 AM Permalink

To elaborate further; I'm planning on writing a game a bit like a cross between System Shock 2, Fallout and Half-Life; so it would require quite a few mobs (maybe not quite as much as a shooter-fest).

Also, the engine will do backface culling and BSP so quite a lot of triangles won't even end up on the pipeline. Most games do this so
I don't know if this information is useful.

Submitted by WiffleCube on Mon, 06/09/04 - 4:12 AM Permalink

To elaborate even further, the target cards would be Geforce III/Radeon 9800

Submitted by WiffleCube on Mon, 06/09/04 - 4:27 AM Permalink

To elaborate to the extremum, it's not going to use a commercial engine; the engine is written from scratch. It's been a kind of
'world's strongest-man pull-a-truck-with-your-teeth' coding project
with lots of broken pencils and scrunched up paper.

The goal is to have something to show a good software company. In
terms of media I've done a few midis for the music which are at
the moment a bit ordinary. It's rapidly approaching the time where
mobs and interactive models should be introduced, hence the posting.

Submitted by Malus on Mon, 06/09/04 - 6:50 PM Permalink

In that case since your writing the code shouldn't you be telling us how much you have to work with?

But for arguments sake, hypothetically, if you build an engine capable of today's FPS specs then you could, theoretically, push around models ranging from 2000 - 5000 tris easily depending on how many are on the screen.

Submitted by WiffleCube on Tue, 07/09/04 - 9:01 AM Permalink

Thanks.. I'll keep 2k triangles per mob @ 60FPS overall as an
estimate of upper bound i.e. code should not run slower than this.

It works very well ..for now.. but when other structures
have been added then that's where the delays will come in,
and so this benchmark is useful.

That way I'll know if the structures I'm using are good enough
or if they are pants and need to be redesigned.

2k per mob at 60FPS..2k per mob at 60FPS.. scribble scribble.

Forum

Apart from ideal proportions, what would be a good convention for
how tall/wide/deep a character is (in pixels)? I forget what the
Quake2/3 convention was. I'm looking for proportions that (a)
keep the polygon count reasonable (b) don't distort textures overly.
On the same topic, given current graphics cards, what would be
an upper limit for polygon complexity? I'm all ears.


Submitted by nomiakasu on Sun, 05/09/04 - 5:27 AM Permalink

We're still peaking at around 4k tri's for current gen stuff next gen could see up to 15k (Unreal 3 will be about 10k.) Don't look for a lot of multiplayer action at this level though.

Submitted by Malus on Mon, 06/09/04 - 2:27 AM Permalink

Thats actually dependant on the engine of a particular game.

A sim wouldn't have a 4000 character for current generation technology and arcade fighting games are higher than that already.

WiffleCube: What are you looking at building the character for?

Submitted by conundrum on Mon, 06/09/04 - 3:49 AM Permalink

i think that for half-life 2 the main characters get about 7500 tris and and most others are around 3000 or so.

Submitted by WiffleCube on Mon, 06/09/04 - 4:07 AM Permalink

Malus: As a mob (mobile object) in a game i.e. generic monster/humanoid. i.e. they have to be rendered real-time,
not for cutscenes etc.

Submitted by WiffleCube on Mon, 06/09/04 - 4:10 AM Permalink

To elaborate further; I'm planning on writing a game a bit like a cross between System Shock 2, Fallout and Half-Life; so it would require quite a few mobs (maybe not quite as much as a shooter-fest).

Also, the engine will do backface culling and BSP so quite a lot of triangles won't even end up on the pipeline. Most games do this so
I don't know if this information is useful.

Submitted by WiffleCube on Mon, 06/09/04 - 4:12 AM Permalink

To elaborate even further, the target cards would be Geforce III/Radeon 9800

Submitted by WiffleCube on Mon, 06/09/04 - 4:27 AM Permalink

To elaborate to the extremum, it's not going to use a commercial engine; the engine is written from scratch. It's been a kind of
'world's strongest-man pull-a-truck-with-your-teeth' coding project
with lots of broken pencils and scrunched up paper.

The goal is to have something to show a good software company. In
terms of media I've done a few midis for the music which are at
the moment a bit ordinary. It's rapidly approaching the time where
mobs and interactive models should be introduced, hence the posting.

Submitted by Malus on Mon, 06/09/04 - 6:50 PM Permalink

In that case since your writing the code shouldn't you be telling us how much you have to work with?

But for arguments sake, hypothetically, if you build an engine capable of today's FPS specs then you could, theoretically, push around models ranging from 2000 - 5000 tris easily depending on how many are on the screen.

Submitted by WiffleCube on Tue, 07/09/04 - 9:01 AM Permalink

Thanks.. I'll keep 2k triangles per mob @ 60FPS overall as an
estimate of upper bound i.e. code should not run slower than this.

It works very well ..for now.. but when other structures
have been added then that's where the delays will come in,
and so this benchmark is useful.

That way I'll know if the structures I'm using are good enough
or if they are pants and need to be redesigned.

2k per mob at 60FPS..2k per mob at 60FPS.. scribble scribble.