Polygons On V_models

SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
<div class="IPBDescription">Do we *REALLY* need to keep cutting?</div> First of all, I know the Half-Life engine is aging-

But I've been seeing it everywhere on the forums. It's almost like the Polygons are evil. It's strange - no one dares to go past "x" amout of polygons, or thier machine "will implode with the fury of a thousand Suns."

Well, thats not true. Having a 3000+ Polygon v_model will not impact performance! (Well, it will - but it's impact is probably around 0.5% on the average computer) - and considering that today's gamer has ninteen billion fans, and a bujillion-kujiggawatt processor, with an API+2 Graphics card... and all those other texture groping features...

I really think not having a "high" polygon v_model is going to smoke your rig - even on an older computer.

Here's why:

Having a 3000 polygon w_model is bad - because whenever someone dies, they drop an ugly 3000 polygons on the map.

And, having a 3000 p_model is bad, too - because each of your teammates are totting around an gnarly 3000 polygons.

<b>BUT</b>

A 3000 polygon v_model is not a bad thing - considering that there is only <i>one</i> of them. - The one thats in your view.

Go ahead call me a n00b - 'cause I'm sure you guys know this, right? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Anyways, thanks for your time,
-Sid

Comments

  • slutcakesslutcakes Join Date: 2003-01-07 Member: 12001Members, Constellation, Reinforced - Shadow
  • AnarkiThreeXSixAnarkiThreeXSix x_x Join Date: 2003-12-31 Member: 24894Members
    i concur. me wants more polies <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    tldr

    i kid, i kid. I agree full-heartedly, half life is a decent engine and having one high poly model wouldnt hurt it much, so use as much polys as needed. but i think everyone here already knew that, i mean i only see the deletion of faces on valve models, and some cs customs.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    well said

    heres to high poly models

    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    I think it's more the people who waste polys on creating things that would look exactly the same with a much lower polygon count. High poly models are great if you're getting what you payed for in polys.
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    <!--QuoteBegin-@egis+Jul 13 2004, 08:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (@egis @ Jul 13 2004, 08:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think it's more the people who waste polys on creating things that would look exactly the same with a much lower polygon count. High poly models are great if you're getting what you payed for in polys. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    aye, im with him
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    You give more credit to the HL engine than it deserves.

    A 3000 poly weapon won't impact performance, on it's own. You throw in an entire base full of weapons, your own team and the opposing team, add a dash of map r_speeds, maybe a little other effects and a slight amount of dynamic lighting, and you have a lagging NS all because of a weapon with a high polycount.

    The engine can handle a 3000 poly weapon with ease, on it's own, but if you put it into a full game of NS, it drastically hurts your performance. This isn't because my computer sucks, i like to think a 2.6GHz, 512mb with a Radeon 9600 can handle a 3000 poly weapon and a 5 year old game engine, it's just the fact that the engine really hates to render too much.

    Take mapping for instance, the recommended r_speeds levels for official maps is 750 w_poly (1000 for comm) and 2100 e_poly. This is quite restrictive, we'd all like to go over that limit and splash out with a little detail, but you start to realise that the more you do, the more the engine hates you.

    It's a crap old engine that is way past it's prime.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-esuna+Jul 13 2004, 09:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ Jul 13 2004, 09:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You give more credit to the HL engine than it deserves.

    A 3000 poly weapon won't impact performance, on it's own. You throw in an entire base full of weapons, your own team and the opposing team, add a dash of map r_speeds, maybe a little other effects and a slight amount of dynamic lighting, and you have a lagging NS all because of a weapon with a high polycount.

    The engine can handle a 3000 poly weapon with ease, on it's own, but if you put it into a full game of NS, it drastically hurts your performance. This isn't because my computer sucks, i like to think a 2.6GHz, 512mb with a Radeon 9600 can handle a 3000 poly weapon and a 5 year old game engine, it's just the fact that the engine really hates to render too much.

    Take mapping for instance, the recommended r_speeds levels for official maps is 750 w_poly (1000 for comm) and 2100 e_poly. This is quite restrictive, we'd all like to go over that limit and splash out with a little detail, but you start to realise that the more you do, the more the engine hates you.

    It's a crap old engine that is way past it's prime. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    esuna gets a cookie.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    thats why ns should move to half life 2 as soon as its released
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    well i guess no releasing my 2000+ USP then (made for a hl2 mod)
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Yeah in MS I generally get about 90-95 fps, with 90k-120k epolies onscreen. As soon as I walk out, with only 10k or so (v_model and two other players), fps jumps to 150-160. Combine this with particle systems and dynamic lighting and HL can really start to crap out. However, on my comp at least, the lowest FPS I've ever had (playing normally) was 25, that was with 8xTFSAA, 16xAF, 1600x1200x32 resolution and 100k epolies. The only reason it started to crap out was my Radeon 9600XT, I'm saving for a x800.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    high poly, that's what i always wanted, but unfortunatly, the HL engine is so old that many (and i mean many many) players of CS and other mods have low end pc's
    and the modelers feel like they should also satisfy them, i'd say boooooo
    give us high poly models !!!!!
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    i say wroooong

    sorry darksoul but highpoly models is not a matter of power machines and hardware.

    its the engine that restricts you. If i make a higpoly version of my models with lets say about 7000 for a v_ model than your game will start to lag.

    I have a

    3.0 GHZ
    1 gig ram
    radeon 9800 xt

    and it WILL lag i can assure you that because it doesnt matter what hardware you run.
    The code of the engine isnt capable of rendering that much polys at the same time.

    if so i could porduce a farcry like level and player models with 100 fps a second wich i do have when playing farcry.

    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    listen to dill yo' he knows his ****.

    (and he just said pretty much everything i had to say)
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited July 2004
    *whistles*

    *ducks and covers*

    Hm, ingame fps stay at 100 and I don't experience lag or anything with other medium/high polycount... So I guess that's still OK <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    BTW wasn't there a thread about someone testing it with massive tf spam?
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    i seen people with much worse computer than me have a 10 000 polygon v_ model and not choking..in CS atleast.
  • rabbityrabbity Join Date: 2003-07-02 Member: 17866Members
    i myself dont mind a 12342345512341 poly <b>V_</b> model, but when it comes to player models n 3rd person stuff, has too be not too high poly coz like esuna said, it'll bog up the aging engine
  • TheUdderOneTheUdderOne Join Date: 2004-05-04 Member: 28471Members
    Yeah u can get 16k poly models for CS and it doesn't touch it.

    Your machine definately does affect performance though. Its a piece of written software, so if your machine is faster, its going to be able to cope with the demands from the software faster surely, there may be an upperlimit but your machine has to affect performance.

    i'm sticking with sid...i'll quite happily use a 3000 poly weapon model, NS doesn't complain at all. Its a different matter for world models, etc, but meh.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    K Dill, you're right but I'm pretty sure your system also plays a role in it
  • KitkiKitki Join Date: 2004-04-04 Member: 27722Members
    I think that it'd be a good idea to have 3K poly models. It'd give a hellalot more detail to the weapons. That's what I want. Good looking weapons..
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    NOw you guys misunderstood me

    the Systems plays a freaking BIG part in this fps system,

    BUT

    okok you can ahve a killer rig no prob but you wont be able to gain the same fps with the same amount of polys like in a max payne 2 game. 8)

    lets saz

    ns (custimized) 50.000 polys per scene 60 fps
    Max Payne 2 50.000 polys per scene 130 fps

    these are not the exact correct fps but its a hint to point out what i meant
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    I've seen this debate everywhere to be honest. HEre is my personnal take:

    Adding tons of polys to a v_model doesn't make you a better modeler, nor does it make your model a better looking one.

    I mean, a full functionnal model isn't just about the polycount. It's also about the layout of the polys, the proportions, the UVW map, the skin, the animations, the origin, the tweaks and a lot of other things.

    For example, when i made my TSA Issue knife, i could of make it with 5k of polys. But i didn't.
    Why? Cuz it looks just as good with the current count of about 400 polys.
    The skins does the rest.
    Should i have bothered putting in more?
    No! Frankly, i dont stand there and look at my V_model because i know there are skulks willing to drop on me from the ceilling to eat my legs and arms.

    The "novelty" of a 3000 poly model wears off pretty quickly. IF you want a model with a lot of detail, it doesn't mean it has to have 3000 polys either.
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    aehm i dont know if you guys didnt noticed it


    most of the guns your downloading do have a poly count over 4000 so saying you want 3000 poly model is a bit odd <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • DillinjaDillinja Join Date: 2003-09-04 Member: 20563Members
    <!--QuoteBegin-BlackPanther+Jul 14 2004, 11:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Jul 14 2004, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen this debate everywhere to be honest. HEre is my personnal take:

    Adding tons of polys to a v_model doesn't make you a better modeler, nor does it make your model a better looking one.

    I mean, a full functionnal model isn't just about the polycount. It's also about the layout of the polys, the proportions, the UVW map, the skin, the animations, the origin, the tweaks and a lot of other things.

    For example, when i made my TSA Issue knife, i could of make it with 5k of polys. But i didn't.
    Why? Cuz it looks just as good with the current count of about 400 polys.
    The skins does the rest.
    Should i have bothered putting in more?
    No! Frankly, i dont stand there and look at my V_model because i know there are skulks willing to drop on me from the ceilling to eat my legs and arms.

    The "novelty" of a 3000 poly model wears off pretty quickly. IF you want a model with a lot of detail, it doesn't mean it has to have 3000 polys either. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    THX for this post



    A good modeller makes a model at the lowest possible polycount and still archiving amazing amounts of details.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    If we're talking about V models, fine, go ahead and have a highly detailed v_model. (You're likely not to see most of it, mind you).

    The problem is, people don't want to make two models, one for v_ and another for p_ and w_. So, there you go.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Dillinja+Jul 14 2004, 06:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dillinja @ Jul 14 2004, 06:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> THX for this post



    A good modeller makes a model at the lowest possible polycount and still archiving amazing amounts of details.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what he said <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    That's also my oppinion. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • KitkiKitki Join Date: 2004-04-04 Member: 27722Members
    Now it doesn't seem so sweet. Oh well..
  • SidSid Corwid of the Free Join Date: 2003-01-28 Member: 12903Members, Constellation
    <!--QuoteBegin-Dillinja+Jul 14 2004, 09:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dillinja @ Jul 14 2004, 09:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> aehm i dont know if you guys didnt noticed it


    most of the guns your downloading do have a poly count over 4000 so saying you want 3000 poly model is a bit odd <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I was using "3000 Polys" as an example.

    And, to respond to BP (Who we know is an awesome modeler <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> )

    You do bring up a point. May points. Modeling is an art, not just a... thing. But what I'm saying is - there are skilled modelers out there that take a GREAT looking model (That would run perfectly under the HL engine) and go, "Ugh! I gotta shave off some polys." when they don't need to.

    That's what I'm trying to say. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    by the way,adding tons of polys to your model...
    also means MORE WORK!

    No really, when you're trying to optimize a model that has like 1k polys, it's rather easy. But when it's got lots, you can get yourself a lot of extra work fitting meshes together.

    And last but not least, if you screw up a highly complicated mesh by giving it tons of polys..

    I'll be laughing at you when ill be making the same mesh in 5 mins wile still keeping the same shape <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
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