Author Topic: SCP easily benches a 51,634 polygon Galactica!?  (Read 8970 times)

0 Members and 1 Guest are viewing this topic.

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
if there are places with lots of detail that you would only see relitively close by, breake them into subobjects and call me
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
SCP easily benches a 51,634 polygon Galactica!?
Thats USEFULL info. So subobjects should not exceed 20k polys. Same with material assignments? Ok..... enter my new goal.... a 80k model!!!

::maniacle laughter:: I just want to see the code ride the limits!

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
actualy now that I think of it, that's not right, it's 65536 verts per texture per subobject (actualy it might just be per subobject, I think we might be useing just one vertex buffer per object and splitting up the index buffer now)

there realy isn't a poly limit of any kind you can have as many polygons as you want so long as you define them within 3 of 65536 verts
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
SCP easily benches a 51,634 polygon Galactica!?
Let me do some experimenting here. So should I limit subobject poly's to 60k or 20k? Or is the material polygon assignments should be limited?

 

Offline Mongoose

  • Rikki-Tikki-Tavi
  • Global Moderator
  • 212
  • This brain for rent.
    • Minecraft
    • Steam
    • Something
SCP easily benches a 51,634 polygon Galactica!?
That is one of the most amazing things I've seen this game engine do.  Someone dare to tell me that isn't a movie-quality shot. :D

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
you know I'm not even sure anymore, feel free to try to break it though
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Liberator

  • Poe's Law In Action
  • 210
SCP easily benches a 51,634 polygon Galactica!?
I don't want to take away from it, it is very nice, but for 50,000+ polies I would have expected all the ridges, major hull details, and the deck guns to be modeled.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

There are only 10 types of people in the world , those that understand binary and those that don't.

 
SCP easily benches a 51,634 polygon Galactica!?
I'd like to know limits because I am modelling the Galactica at the moment. I'd like to know if the amount of ribbing I'm gonna put in can be successfully converted.

However modeled that Galactica wasted so much polygons on curvature. I know better. If this is gonna be high poly, I'm putting it where it counts.

With the Trek models, I've never seen a model break the 15k mark. So this is just an experiment on polygon limits.

 
SCP easily benches a 51,634 polygon Galactica!?
Now we need normalmapping. ;7
My Sytem

Wer das liest ist doof!

 
SCP easily benches a 51,634 polygon Galactica!?
Isn't there a way to implement bump-mapping without the use of pixel shaders? Bob?

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
:lol:

eh... no
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
SCP easily benches a 51,634 polygon Galactica!?
Wait a minute, I recall the days before graphics cards had pixel shaders (Riva-TNT, Rage 3d,  Voodoo 3) there was an "emboss" type of bump-mapping. Games like "Expendable" used such a thing. And after that when the Geforce 2 GTS came out (no pixel shaders there) games like Giants:Citizen Kabuto used a form of bumpmapping.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
still requiers vertex shaders
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
SCP easily benches a 51,634 polygon Galactica!?
Well its lookin great, but rememeber OMNI not everyone got ur uber pc specs.

 

Offline Fury

  • The Curmudgeon
  • 213
SCP easily benches a 51,634 polygon Galactica!?
Riva TNT, GF1 or GF2 can hardly be considered as über.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
Omni's specs:
Dual 2.66ghz Xeon cpus
1gb pc2100
Geforce 6600gt 128mb

that's prety ubber
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
oh, and Omni could you load that up int this build and tell me if it runs faster or slower. it should run signifigantly faster, but it might be slower
« Last Edit: February 07, 2005, 02:53:36 am by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
SCP easily benches a 51,634 polygon Galactica!?
Quote
Originally posted by Omniscaper
Wait a minute, I recall the days before graphics cards had pixel shaders (Riva-TNT, Rage 3d,  Voodoo 3) there was an "emboss" type of bump-mapping. Games like "Expendable" used such a thing. And after that when the Geforce 2 GTS came out (no pixel shaders there) games like Giants:Citizen Kabuto used a form of bumpmapping.


those were software shaders i believe. from the days before htl. polycounts werent excessive and so software shaders could be used without a big slowdown. i think htl needs hardware shaders to work at a decent framerate.

giants was a cool game and i remember the shader effects well. thats the first game i remember seeing that had any form of bumpmapping. of course it was only the second game i remember playing that had env mapping.  the game was somethign else, big open areas, decent graphics, and it was ****ihng halarious. did descent 3 have bumpmapping? i remember some textures in the game had a bumpy look but it coulda just been fancy texturing tricks.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 
SCP easily benches a 51,634 polygon Galactica!?
Just a note:

Games do NOT benefit from dual cpu's unless SPECIFICALLY written for such a rig. Quake 3, I believe is the ONLY PC game that has SMP (single-multi processor) support.

Game-wise, my system can easily be smoked by a single 2.66ghz Pentium 4, with a 800mhz bus, and faster memory speed of a PC3200.

Xeon's are NOT designed for realtime application efficiency such as games. They are used to enhance server tasks and render crunching (video editing, 3d rendering, and effects rendering). So don't try to race me on that department unless you got a faster Xeon.

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
SCP easily benches a 51,634 polygon Galactica!?
I still say that's prety ubber.

and test that build damnit!
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together