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How many tris?
i know this has been asked before but i havent been able to find good answers by reading the old threads on this topic
so im making a space MMO, perhaps browser-based, and im not sure how many tri's/vertexes and draw calls should be my maximum, to allow the average PC to play the game at a decent fps
im getting around 10M tri's and 2000 drawcalls max, so that too much? or how much further can i keep going?
i know there are other factors affecting lag but, in an average game, what would be the average max number of tri's and drawcalls that an average pc can handle?
thanks
Oops, I copy pasted the wrong link, sorry about that. I edited it now.
hmm but from what im seeing, my count of 10$$anonymous$$ tri's is kinda wayyyyyyyyyy too much for any kind of game? as im seeing chars have around 10k polys, so even with 100 chars they only get 1$$anonymous$$, while im getting like 10$$anonymous$$... am i right to assume that i have got far too many?
(also thanks for the help so far :))
Answer by Radivarig · Apr 11, 2014 at 09:24 AM
Check this for drawcalls and this for polycount
Since you mentioned browser-based, consider lowering the polycount of your model and environment because having too high details on non-full or smaller screen will not take the full potencial anyways and just add more in size for the download making the game load longer which is never a good thing.
No problem :) you should always aim to have as lowest polycount as you can (by that I mean what is low enough and not what would 2 weeks of tweaking do), and by the way if your character is in the first plan then you should give him some extra polys on joints, face and boobs and not worry about character polys if you wont be seeing lot of them. If you however will, I recommend you take a look at Unity $$anonymous$$ultipurpose Avatar I use it and I'm very satisfied, you can run hundreds of characters at the same time and they all share materials so the draw calls are low, excellent pack. Remember also that you wont be displaying all of your models at the same time, but if there will be times when you'll still need, then go for the tweaking. There are series of techniques for performance like level of detail - having few resolutions of objects and load different when needed, also very important is to join as much meshes as you can, combine materials etc. that lowers drawcalls. $$anonymous$$y opinion would be to focus more on the development of the game first, because there is always work with poly reduction. So in short, try to keep them low and make performance tests. Here is another thread for poly reduction and this great culling pack.