Quote: "Polygonal limits, for the most part, will depend on the target platform (the target PC's CPU, RAM, and GPU). Unreal 5, which is won't be released for some time, can have millions and billions of polygons displayed on screen. But just because the engine can handle it does not mean that everyone's PC can. A polygonal budget is often determined (again, based on the target platform when released) only to help 3D developers create content. Thus, a game's design doc would set limits for individual items based on what they were (the weapon and hands models used in FPS, primary models, secondary models, etc.). Again, the limitation was not the engine, but the target platform.
So, technically, engines like Unreal and Unity don't have a hard polygonal limit per item or per scene. Export formats like OBJ and FBX do, though (250,000 triangles, if I recall correctly)."
That is if you export from max for example, however zbrush will allow 2.2m easily.
AND those engines have basic geometry creation in the editor, which doesnt rely that heavily on meshes created externally.
The traditional method for this is to slice it into various pieces, which is due to PHYSICAL hard coded engine limits of the DBO format. Physical limits of gameguru is hard coded, and that is due to meshes being converted to DBO. Gameguru is able to handle far more polygons that this singular 81K polygons. It is able to handle 600K plus polygons without hassle.But due to engine limitations one has to slice the mesh in several pieces and make use of multi textured mesh, which drains GPU memory resources and adds draw calls, literally throwing performance down the drain.
Which is why I asked, what is the limits, sticking with the same ones, especially with lee showcasing high detail indoor environment won't cut it especially with the rendering engine and 64bit improvements. Which is why you have a building pack of almost just external buildings in the building pack DLC, adding in door areas, is simply some thing that the HARD coded DBO limit won't allow even if gameguru can handle more. We are talking about gameguru, talking about other platforms and game design documents ect, is irrelevant.Gameguru is PC platform, with known system requirements, requirements that is able to handle more especially in the event, with software like gameguru that doesn't allow creation of primitive geometry.
While the building editor might suffice for most people, there is more people that would like to do more and visually improve their scenes a little.
Gameguru Can easily handle 600K, in fact, it depends on the geometry and how it is placed, death valley example map, has 970K polygons with AI running around. Cold war does worse due to being an indoor environment and having to deal, with physics and collision, gameguru wasn't intended as a indoor game engine.
Win10 Pro 64bit----iCore5 4590 @ 3.7GHZ----AMD RX460 2gb----16gig ram