Fellow BSG modders are creating a mod for the upcoming Battlefield 2 engine. And pre-release information for BF2 shows their stats:
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Thanks to the new rendering engine, we are able to produce some very detailed models. The last I heard, BF2 will support around 34 moving parts on the vehicles at once. Also, with the per-pixel shading and normal mapping, we will be able to produce some pretty wicked looking stuff. The numbers of these on a map should not be a problem, as we are basing the poly off pre-released information that DICE sent out about the poly count of their models. Not to mention the LOD system in the game, this version of the model will only be seen up close.
Vehicles:
Vehicles: Class 0, i.e. Buggies and civilian vehicles Rec. Max Polys: 4000 incl. integrated Kit parts in the mesh 1P Cockpit: Integrated with original mesh & texture
Vehicles: Class 1, i.e. Hummer or Attack Heli. Airplane vehicles Rec. Max Polys: 5500 incl. integrated Kit parts in the mesh 1P Cockpit: 1000 (Vehicles with entire interior could use up to 2000, i.e. Hummer)
Vehicles: Class 2, i.e. Tank vehicles Rec. Max Polys: 6000 incl.integrated Kit parts in the mesh 1P Cockpit: 1000
Vehicles: Class 3, i.e. AA Vehicle/Helo vehicles Rec. Max Polys: 7000 incl.integrated Kit parts in the mesh 1P Cockpit: 1000
Vehicles: Class 4, i.e. LCAC (Hovercraft vehicles Rec. Max Polys: 8000 incl.integrated Kit parts in the mesh 1P Cockpit: 1000
Number of vehicle LOD steps and reduction in Poly count.
LOD0 100%
LOD1 40%
LOD2 15%
LOD3 2-4%
Player Models Rec. Max. Polygon count
8000 - 10000
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That BSG project is following their lead. I feel that their modellers have much more freedom. I understand that they will be using a DX9 engine, but I feel that we should at least try to break out of that old 1998 mindset. LOD's ARE YOUR FRIENDS!!!
Technology evolves. Dinosaurs are dead.