johnwhelan
Well-known member
This might be relevant, but who would set the mean standard to follow? i certainly agree that a 10,000 polygon warehouse is better than a 10,000 polygon streetlamp in that regard, but there would have to be some kind of standard by which to say "that is too much". i think that comes down to asset creator education more than anything. if they were doing things the correct way, there would be no reason to worry about this.
There might be an equivalent to load on the graphics engine, but there are never any more polygons than the 'real' ones like you are calling them. even giving people this idea is a mistake far as i am concerned.
Still shouldn't be a 'rule of thumb'. i think it was only expressed that way so you would know what it meant. again, i think this is a bad idea. i cannot think of an instance in all my years of creating 3d art for a number of softwares where one would be able to actually be specific about this number of so called 'equivalents' and where they wouldn't vary widely. also, to try and add this arbitrary number is just going half way - i.e. not taking into account several other things that could be producing overhead. the only real way to know any useful information about a model without making things up such as equivalents is something like
Polygon count:
Number of materials:
Number of texture maps:
To add anything else to that that isnt specifically known is a waste of screen space to be honest. also a lot of that information is already available in CMP.
I'm using the term used by WindWalkr to describe the overheads involved in a simplified manner and it is useful in deciding whether or not to create an lod or even stick more than one house in the same mesh. I seem to recall Paul Hobbs mentioning this could be done to lower the impact of built up areas many many years ago but until WindWalkr's values where made available it was difficult to know just what sort of advantage we were talking about.
Cheerio John