aldo_14
Hannibal
Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882 |
quote: Originally posted by Fry Day
In theory, if there were, say, 200 ships on-screen, with an average 1k polygons per ship (That's higher than it actually is, unless they're all in like point-blank range), you'd have 200,000 polygons on screen. If you're aiming for 60FPS, you need 200,000*60 polygons per second, meaning 12 million polygons per second. Even a relatively weak GeForce2 MX can handle 15 million polies per second, if the pipeline is optimized. That leaves optimizing the source 
(I'm assuming that the processor won't have problems with handling physics and AI, since my old P-II 350 with a GeForce 2 MX has no problems handling even the most crowded missions that I've seen (Except the Babylon project mission where you're close to earth (the last one), but that's the graphics card, because of the textures) without a hitch in framerates, and the average PC these days is at least 3 times faster)
It's not just about polycounts, though.... stuff like textures and storing the data for individual ships has to be taken care of, and I guess there are certain limitis that are expected with RAM and, more importantly, chace and bus speeds. I'd assume that the realistic limits would depend on the types of ships (no of uniques map files), and the number of AI types, or the turrets on each, etc.
Certianly, I think you could get 200+ ships in a mission, though. Got to be wary whether the polys / sec value is for textured and lit polys, though..... like the GC Vs X-box (offhand) stats.
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