Question: Cysts
Originengel
Join Date: 2012-11-08 Member: 168204Members
Why is it that a Cyst has 10,000 vertices? It really shouldn't have that many... When it looks like crap?
Are you guys using your Normal Map model for the ingame model? :\
Another question: Why is staring at a wall constantly swapping models in and out; when you aren't moving?
Are you guys using your Normal Map model for the ingame model? :\
Another question: Why is staring at a wall constantly swapping models in and out; when you aren't moving?
Comments
lol if its really 10k then probably...
I have a feeling all the Nvidia issues are due to the fact that you are calling something that Nvidia cards do not generally consider a "priority" in gaming.. Might want to check into that..
Because it's a sphere wrapped if flexing cylinders sitting on half a hemisphere.
You could probably sneak a lot of the polies out of there, but fundamentally, round things are expensive and flat things are cheap. 10,000 isn't that many polies on today's game engines. For almost everyone that's probably not the bottleneck.
Essentially requires 3 verticies for 1 poly [triangle]
So essentially its only 3000 polys.
Which leads to the latest trend in games of Alien's crashing players by dropping so many of their structures.
I'd rather have few more fps than a convincing cyst.
Makes me wonder how unnecessarily wasteful the other models are in terms of poly count. I hope that's a mistake.
Is this why it runs so bad? If all/a majority of the polys in the game are like this;
<!--quoteo(post=0:date=:name=Jamie Hyneman)--><div class='quotetop'>QUOTE (Jamie Hyneman)</div><div class='quotemain'><!--quotec-->Well, there's your problem.<!--QuoteEnd--></div><!--QuoteEEnd-->
Just me though.
Essentially requires 3 verticies for 1 poly [triangle]
So essentially its only 3000 polys.<!--QuoteEnd--></div><!--QuoteEEnd-->
They will be sharing verticies, so its not that much lower.
And yeah, it sounds like someone is using the normal map model ingame.
Me too.
Gforce GTX 580 can do 2 billion triangles a second, which is 3,333,333.3333..... triangles every frame at 60 frames a second. <a href="http://www.geforce.com/hardware/desktop-gp...tx-580/features" target="_blank">http://www.geforce.com/hardware/desktop-gp...tx-580/features</a>
In terms of cysts, that's 11,111 cysts a frame.
Draw calls are the heaviest operation, which is the CPU telling the GPU what to draw.
Cysts slowness is probably caused by the vertex shader abuse and gameplay logic like maintaining cyst chains, detecting breakage, range and so on.
There is also some funky math going on in this thread. 10k vertices doesn't make 3k polygons. 10k vertices would make a little less than 10k triangles, if the model is perfectly quad, that would make 5k polygons. High res mesh for normal map making would require at least 100k tris even at that size, artists would probably use <b>at least</b> 500k because they can.