how many polygons are too much

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elmar

how many polygons are too much

Post by elmar »

hi
a question

do you think that 3727 poygons are for a map to much ??

the map looks like this..
a grassland with a river in the middle, a bridge over it and at the backround
a mountain....the camara position is static so we used the mountain to save the skybox...

the problem is that on my old tnt2 nvida i have only 15 fps

;)

so tell me how much is to much.....
turnks14_

Post by turnks14_ »

i dont think so, i've not any 3d card and irrlicht runs so good for me, like 500 polys at 30 fps.
trunks14_

Post by trunks14_ »

sorry, its 5000 polys.
elmar

...

Post by elmar »

it is not tnt 2 but a geforce2 ;)

yes nut i have also 20 models on the map with 637 poly each...
and a water-mesh like in the irrlicht special fx demo...

is the any trick to speed up the rendering...
intel compiler etc....
Guest

Post by Guest »

well the tnt2 /g2 is slow, so that would may be a problem.

could you show us the source? maybe its some programming fault :)
elmar

....

Post by elmar »

could you show us the source? maybe its some programming fault
sorry but i never had any programming fualt in my life
i even don't know how to spell the word faullllllt, or know the meaning of it ;)

but you don't hink that the nodes which i discribed have to much polys??
Spintz
Posts: 1688
Joined: Thu Nov 04, 2004 3:25 pm

Post by Spintz »

:lol: from that last comment, I'd say you have some messed up code somewhere!!!! :twisted:
Guest

Post by Guest »

@Spintz

ok ok ;) ,maybe i have(but i'm sure it is the first time ;) )..

what are the usual programming faults ??
sory that i cannot post code because the game is currently too big to paste and i don't know ,of course, exactly the line of code where the bug can be.

but i cannot imagine that i have messed up the code because there is no
cpu-expensive calculation in the render loop..

i can only repeat

what are the usual programming faults ??
(stupid question i know )
Guest

Post by Guest »

look for loops etc maybe there is the problem, but w/o code i dont know :) sorry
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

Irrlicht can handle as many polygons as your hardware can handle. There's no real internal limit afaik.
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Guest

Post by Guest »

A GF2 can theoretically push about 12 mil textured and lit polys per second. At 60 fps, that comes out to 200K polys per frame.

Of course, reality kicks in, and the real limit is probably more like 20k-50k, depending on how your data is set up.
Ross

hi

Post by Ross »

make shore its the Release of the irrlicht.dll and not the Debug one else you will see a lot of pofrmance loss
Robomaniac
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Location: Pottstown, PA
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Post by Robomaniac »

Also, gpu's are much more efficient with static geometry, whick afaik, irrlicht doesn't handle :\
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