horacefithers
New member
In the process of building Salem on my Bear Creek & South Jackson route, I'm planting a LOT of houses.
Being ignorant of such things I was just grabbing houses that looked good to me.
Then I opened preview on a few houses, such as the Farm House 1 (iirc) asset in the Content Manager Preview window and checked out the number of triangles in the LOD levels.
I was chagrined (or maybe dismayed) to discover that this house appeared to not have any lower detail LOD levels. At least neither moving closer/farther from the object nor manually selecting a LOD level resulted in any change in the number of triangles associated with that object (some other objects do have multiple LOD triangle counts).
That got me thinking that especially for houses further away from the tracks that screening assets for triangle counts (or rather lack of triangle counts - lol) would be a good idea. Perhaps creating Picklist entires "houses - hides" and "houses - blind" to make it easy to remember which is which...
However I'm not looking forward to wading through every stinking' (and those that smell nice too) house/factory/tree/bush/etc asset in the Content Manager Preview Window, then adding an entry to a spreadsheet for each asset with # of triangles for each LOD.
I don't suppose there's some way to add some extra columns to the Content Manager display to show: number of LOD levels and triangles for each level?
That would make building an efficient (triangle-wise) route much easier.
I remember reading about an alternate technique where a large number of objects are placed on an otherwise empty baseboard and FPS (for a given cpu and cpu) is recorded. The higher the FPS, the "leaner" the model. This would also account for texture costs and vertex costs as well as the direct triangle costs.
What do all your experienced route builders do to solve this problem?
Thanks,
Horace Fithers (who wants more than 20fps out of Salem with an rtf 2080 ti!)
Being ignorant of such things I was just grabbing houses that looked good to me.
Then I opened preview on a few houses, such as the Farm House 1 (iirc) asset in the Content Manager Preview window and checked out the number of triangles in the LOD levels.
I was chagrined (or maybe dismayed) to discover that this house appeared to not have any lower detail LOD levels. At least neither moving closer/farther from the object nor manually selecting a LOD level resulted in any change in the number of triangles associated with that object (some other objects do have multiple LOD triangle counts).
That got me thinking that especially for houses further away from the tracks that screening assets for triangle counts (or rather lack of triangle counts - lol) would be a good idea. Perhaps creating Picklist entires "houses - hides" and "houses - blind" to make it easy to remember which is which...
However I'm not looking forward to wading through every stinking' (and those that smell nice too) house/factory/tree/bush/etc asset in the Content Manager Preview Window, then adding an entry to a spreadsheet for each asset with # of triangles for each LOD.
I don't suppose there's some way to add some extra columns to the Content Manager display to show: number of LOD levels and triangles for each level?
That would make building an efficient (triangle-wise) route much easier.
I remember reading about an alternate technique where a large number of objects are placed on an otherwise empty baseboard and FPS (for a given cpu and cpu) is recorded. The higher the FPS, the "leaner" the model. This would also account for texture costs and vertex costs as well as the direct triangle costs.
What do all your experienced route builders do to solve this problem?
Thanks,
Horace Fithers (who wants more than 20fps out of Salem with an rtf 2080 ti!)