Product Chat / Polygons in model

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SorrowCrown
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Posted: 2nd Oct 2014 12:26
Hello there. Just want to ask how many polygons in one model can FPSC R handle? I exported model with 12k polygons and it crashed. Then i divided this model(building) in two and add it 2 times in editor and everything ran well. So where is problem? Thx
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Bisella
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Posted: 2nd Oct 2014 12:50
Hi
In the folder Doc, you can find the instructions. .....C:\Program Files (x86)\The Game Creators\FPS Creator Reloaded\Docs
Recommend to create objects with 500 polygons and characters with 6000.
If you look in the store you will also find objects with poly 6000-7000.
I think that's the maximum number of poly fpscr that supports it.
Forgive my English

The software I use? ... Autocad, sketchup, Spazio3D, pconplanner, Kerkythea, wing3d, paint.net.
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SorrowCrown
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Posted: 2nd Oct 2014 12:53
Thx for quick response . Well I tried model with 8600 polygons and it also runs well .
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TattieBoJangle
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Posted: 2nd Oct 2014 12:56
i have found that 19k is the max that will load after that you will get a 3d error message in your case the verts may be more than reloaded can handle.





PC SPECS: Windows 8.1 Pro 64-bit, Intel I7 - 4GHz CPU, Asus R9 6GB GPU - 32GB DDR3 MEM
wizard of id
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Posted: 2nd Oct 2014 13:04 Edited at: 2nd Oct 2014 13:05
Reached 35 000 polygons easily, pretty sure I can push for even more maybe double that, as polygons isn't an issue it's the amount of vertices the model has, in fact if you delete hidden faces and merge the edges you can get a way with even more as a vert is counted on every intersecting edge.
TattieBoJangle
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Posted: 2nd Oct 2014 13:14
35 000 wow always had mine crash at 19k but as you said its more the verts





PC SPECS: Windows 8.1 Pro 64-bit, Intel I7 - 4GHz CPU, Asus R9 6GB GPU - 32GB DDR3 MEM
wizard of id
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Posted: 2nd Oct 2014 13:34
Quote: "35 000 wow always had mine crash at 19k but as you said its more the verts"


Yip working on high detail models, so going to be epic...!! No more 4 x 4 block rooms

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TattieBoJangle
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Posted: 2nd Oct 2014 13:36
Nice wizard!





PC SPECS: Windows 8.1 Pro 64-bit, Intel I7 - 4GHz CPU, Asus R9 6GB GPU - 32GB DDR3 MEM
LeeBamber
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Posted: 2nd Oct 2014 15:06
The engine uses a 16 bit index buffer system, so if you are using face data (indice data) then you are limited to 65535 entries, which breaks down to about 21K polygons. If you model was vertex data only however, that uses a 32 bit buffer and you can go as high as 600K polygon mesh, but I would recommend keeping your meshes to around 1000-3000 for ideal draw call performance on current/past generation cards.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

TattieBoJangle
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Posted: 2nd Oct 2014 15:38
Ahh makes sense i was wondering why anything over 19-20k would run a 3D mem error for me.





PC SPECS: Windows 8.1 Pro 64-bit, Intel I7 - 4GHz CPU, Asus R9 6GB GPU - 32GB DDR3 MEM
Jerry Tremble
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Posted: 3rd Oct 2014 02:10
Will that limit ever increase?

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wizard of id
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Posted: 3rd Oct 2014 06:05 Edited at: 3rd Oct 2014 06:25
Yes and no that is the format limits, not engine, per say. However the way I got around is tricky, but you can make use of NURBS surfaces.Besides you don't need really need to go higher than that unless you import a complete level, but that is not only impractical, but no one does that, as pretty much most engines support creating primitives with in the engine.



Ambient occlusion mapping is going to throw a fit when has to render that, most likely end up crashing, even thought a section of what I am creating weighs in at 35 000K polygons I still have to employ polygon reduction and slice it to a more manageable 150 x 150 units, which equals to a more respectable 10k polygons.



Also pretty sure the ambient occlusion lee is working doesn't have per pixel light mapping, in other words it doesn't smooth objects, is such a case less is better. Ambient occlusion only calculates the inner most angles of a model, which why lee has to batch render models, as the static as in effect he is trying to render the static object as a single model and not individual objects, that is my understanding at least.
LeeBamber
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Posted: 4th Oct 2014 03:12
The pre-bake ambient occlusion is per-texel which means every coordinate on the lightmap texture that belongs to a polygon gets calculated for ambient occlusion and source lighting. You 'COULD' export a single 35K mesh as vertex only export and it would load in, but you'll be sending a huge draw call to the engine in one go and it will not be able to use camera frustum culling, object occlusion or more than one texture set. The reason I recommend 1000-3000 polygons per mesh is that graphics cards like to handle draw calls in bite sized chunks rather than one huge list of triangles (at least that was the case when the cards I am supporting where around). If your 35K model uses multi-materials, the engine should split up the mesh for you behind the scenes however. Best thing is to send me the model by email with all it's textures and I will confirm if it's supported by the engine I have here (internal build).

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

SorrowCrown
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Posted: 6th Oct 2014 12:59
I will send you some models Lee. Thx all for your comments.

Intel core i7- 4790s, 8gb ddr3 RAM, GTX 760 Phantom edition 2gb ddr5.
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