3d choices with Irrlicht
3d choices with Irrlicht
Hi all, I have a couple of graphics question:
Using Irrlicht and normal PC(p4 2~3Ghz, Graphics Card:256~512Mb), to develop a game;
1- Max number of polygon to render a character
2- Max number of polygon to render a map (city,ecc...)
3- It's better draw a map with:
All object in a single file (.3ds,.obj,other), or more files like: terrain+houses+street object+......
Thanks
Using Irrlicht and normal PC(p4 2~3Ghz, Graphics Card:256~512Mb), to develop a game;
1- Max number of polygon to render a character
2- Max number of polygon to render a map (city,ecc...)
3- It's better draw a map with:
All object in a single file (.3ds,.obj,other), or more files like: terrain+houses+street object+......
Thanks
Absolute numbers won't really work because they depend on many many different factors. That said and just to give you some start numbers, I will tell you some numbers which might or might not work for some games:
5000 polygons for a character
50000 polygons for a map
Having nothing to special (usual textures, not too many lights, no unusual polygons) those numbers could work on most machines with an acceptable framerate. At least unless you have lots of characters.
But really - don't trust me. You can use those numbers for a start until you did own tests - and afterwards you will throw 'em away and replace them with own numbers. Which will probably be completely different!
Using less objects is somewhat faster, but usually impractical, because as soon as you have several maps you will most likely reuse some objects. Which certainly only works if you have them separate from the map.
5000 polygons for a character
50000 polygons for a map
Having nothing to special (usual textures, not too many lights, no unusual polygons) those numbers could work on most machines with an acceptable framerate. At least unless you have lots of characters.
But really - don't trust me. You can use those numbers for a start until you did own tests - and afterwards you will throw 'em away and replace them with own numbers. Which will probably be completely different!
Using less objects is somewhat faster, but usually impractical, because as soon as you have several maps you will most likely reuse some objects. Which certainly only works if you have them separate from the map.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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By the way, always do a release build of your app (and Irrlicht) before worrying about performance. There can be a significant difference.
Please upload candidate patches to the tracker.
Need help now? IRC to #irrlicht on irc.freenode.net
How To Ask Questions The Smart Way
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I mean using Irrlicht last release 1.4.
Resume:
Hardware: normal PC (P4 2~3Ghz) with Graphics card 256-512Mb ,RAM 1Gb
Game engine:Irrlicht 1.4
Soft:
Programming: DevC++ on OS:WinXP
graphic: 3ds Max 9
I think that CuteAlien has answered good..
but if Can I ask another question:
What do you mean usual polygons ??
Usual texture OK (Diffuse),.... but polygons ??
thx all
Resume:
Hardware: normal PC (P4 2~3Ghz) with Graphics card 256-512Mb ,RAM 1Gb
Game engine:Irrlicht 1.4
Soft:
Programming: DevC++ on OS:WinXP
graphic: 3ds Max 9
I think that CuteAlien has answered good..
but if Can I ask another question:
What do you mean usual polygons ??
Usual texture OK (Diffuse),.... but polygons ??
thx all
I thought about anything unusual. Unusual is mostly slow. For example with drawing a few large polygons with transparency you can get the framerate down very fast. We had that problem often when doing particle effects. And there are probably *lots* of other situations which can affect the framerate. Adding lights will certainly drop the framerate, you have different framerates depending on the texturefilter, Antialiasing can kill framerate on some cards, adding shadows can completely kill it, etc.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Re: 3d choices with Irrlicht
Depends on type of the game (MMORPG,FPS,RTS,Logic).m4tricol wrote: 1- Max number of polygon to render a character
2- Max number of polygon to render a map (city,ecc...)
Depends on minimal requirements you will recommend.
new (1 year) GeForce8800GTX ~ 200-300k per frame (!);
middle (2-3 years) GeForce6600GT able to handle about 100k trigs/frame;
old (6-7 years) Radeon9200 able to handle 20-40k triangles per frame;
-- With FPS>40
-- It doesn't mean that you must not use more than 20-40k trigs per level of course.
It is better to draw separately, because you can reuse objects in other scenes. But it is more complex. Using all level as a single mesh much easier if you want to render real static shadows into textures.m4tricol wrote: 3- It's better draw a map with:
All object in a single file (.3ds,.obj,other), or more files like: terrain+houses+street object+......
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I wouldn't try that with Irrlicht until we have hardware VBO support.
Please upload candidate patches to the tracker.
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How To Ask Questions The Smart Way
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I see. The only reason I don't really know is that I don't really do much with Irrlicht any more, so I'm not as inclined to check out SVN and stuff.hybrid wrote:It's already in for ... 6 weeks, or around that number.
Can't wait to see what kind of performance increases people see in 1.5
FlyingIsFun1217