When is a model too detailed?

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Whats the rule of thumb for the amount of verticies and polygons in models used for games? I'm browsing though fallingpixel.com and wondering if some of these models would be too much for some PCs.

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  • 8y
    IppE avatar
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    50k is the limit where compiler goes FUBAR with source according to modderfreak.

    but usually ~20k or under is preferred. (more like ~5k if its lowpoly + normals)
    Depends on game and engine though.
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  • 8y
    Makoto. avatar
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    Posted by IppE

    50k is the limit where compiler goes FUBAR with source according to modderfreak.

    but usually ~20k or under is preferred. (more like ~5k if its lowpoly + normals)
    Depends on game and engine though.


    Close to 35k ish everything goes pretty much FUBAR, least for source (i guess you can push it to 50, but there's no point)
    For Goldscr it's like, what 5k? some guy was ranting about the Goldscr being able to only handle 1k on the CDG forums a while back - i don't know how much of that was true
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  • 8y
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    Posted by Lenny Ray Zappa

    some guy was ranting about the Goldscr being able to only handle 1k on the CDG forums a while back - i don't know how much of that was true

    They have a optimization fetish there, but Goldsrc can't handle too detailed models for sure.
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  • 8y
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    Posted by IppE

    Posted by Lenny Ray Zappa

    some guy was ranting about the Goldscr being able to only handle 1k on the CDG forums a while back - i don't know how much of that was true

    They have a optimization fetish there, but Goldsrc can't handle too detailed models for sure.


    Yeah that's why Sierra models were horrible and the unseen half was missing

    But meh you don't need 60 billion polygons, you can't even tell the difference between it and one that has 6 thousand or so with the skin ontop, and ingame
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  • 8y
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    What about the Crysis engine?
    MW2 is shit, prove me wrong.
  • 8y
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    Cry Engine can go about 40-80k polygons, but you should always avoid modeling details which can be added with the normal or ambient occlusion maps.
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  • 8y
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    Any submissions here on the site that are over the top I could use as an example?
    MW2 is shit, prove me wrong.
  • 8y
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    Most weapon view models at the end of the day will be fine under 12k.

    In games these days the majority of the problem comes from textures and especially on low end systems the bottleneck comes not from the polygons but from the textures.
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  • 8y
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    So the real problem in performance is having to load so many surfaces with textures on them? Not just blank surfaces?
    MW2 is shit, prove me wrong.
  • 8y
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    Well yea, and as they stated before, the bump maps also contribute to fps lag, even more when your textures are highly detailed and your model has a lot of surfaces
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