Author Topic: Polygons count  (Read 1531 times)

0 Members and 1 Guest are viewing this topic.

Offline Hair|Trigger

  • Veteran
  • *****
  • Posts: 1595
  • HT|
Polygons count
« on: June 13, 2008, 05:44:15 am »
If I had like 5000 polys on a map would it be laggy?  [pigtail]

Even if most of them were small little triangles placed all over the place for purposes of shading, would they affect performance very much?  or is it scenery that mostly lags maps. 

My current map, I think may end up having 1 or maybe 2 thousand polys :P

Player since late 2007

Offline jrgp

  • Administrator
  • Flamebow Warrior
  • *****
  • Posts: 5037
Re: Polygons count
« Reply #1 on: June 13, 2008, 06:14:31 am »
Yeah, when you have a rediculous number of polygons (over 1000) the map can get laggy, but pretty much only on older systems. A relatively modern computer would play maps with a high poly-count just fine.
There are other worlds than these

Offline iDante

  • Veteran
  • *****
  • Posts: 1967
Re: Polygons count
« Reply #2 on: June 13, 2008, 02:37:15 pm »
I have an old computer and I do lag on maps with 1000+ polygons. Please keep the count low, or I will be very sad.

Offline Blue-ninja

  • Veteran
  • *****
  • Posts: 1419
Re: Polygons count
« Reply #3 on: June 13, 2008, 03:29:17 pm »
Keep the count as high as any of VirtualTT's maps and I will be mad.

Offline Boblekonvolutt

  • Soldier
  • **
  • Posts: 222
  • "YOU are a CAR."
Re: Polygons count
« Reply #4 on: June 13, 2008, 06:57:14 pm »
I used to play on a 2002 mid range computer, ran up to 2000 polygons fine. Was 1.3.1 though, dunno how it would run Soldat now.

Offline Eagles_Arrows

  • Veteran
  • *****
  • Posts: 1889
  • The Thread Killer
    • My Webcomic
Re: Polygons count
« Reply #5 on: June 13, 2008, 07:53:29 pm »
Tons of little polygons on screen = Lag

And

Tons of huge, transparent sceneries = Lag
« Last Edit: June 13, 2008, 07:58:47 pm by Eagles_Arrows »

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Hair|Trigger

  • Veteran
  • *****
  • Posts: 1595
  • HT|
Re: Polygons count
« Reply #6 on: June 14, 2008, 06:49:06 am »
I noticed when I made the clouds on my map, they lagged the hell out of me on my crappy FX5500 graphics card :E

I moved them way up in the air so they would have a presence, but you wouldn't see them lingering there all the time.

Date Posted: June 13, 2008, 07:46:09 pm
oh and E_A, what's wrong in those pictures?  I dont see how it could be so bad..

Date Posted: June 13, 2008, 07:47:13 pm
AND:  Dw guys, I'm cutting short on the polys so it should be about 500....  If all goes according to plan

Player since late 2007

Offline Eagles_Arrows

  • Veteran
  • *****
  • Posts: 1889
  • The Thread Killer
    • My Webcomic
Re: Polygons count
« Reply #7 on: June 14, 2008, 10:21:00 am »
Try playing VirtualTT's ctf_Eclipse or dm_Magica, then you'll see.

"Sometimes it's a good day to die, sometimes it's a good day to have breakfast." - Smoke Signals

Offline Keron Cyst

  • Global Moderator
  • Rainbow Warrior
  • *****
  • Posts: 2872
  • will waypoint for food
Re: Polygons count
« Reply #8 on: July 06, 2008, 12:49:07 am »
Yeah, those examples were good dumb ones. No one except a graphic designer is going to pay attention to all that little detail in a boulder. The most color-complex you should ever make a boulder shouldn't be much more than the # of polygons in one in inf_Argy or what have you. 1000+ is really unnecessary.