Post your BMS 4.33 Screenshots here!
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Some high poly goodies Added some details to the highpoly phantom… had to cut some triangles for the game to "read the model afterward but im happy with the outcome
Yes im talking about those intakes or exhausts in the edge of the main engine intakes and next to the front wheel door witch wasnt there before (the main intake thing was in the texture and not good)
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Added the wingtip slime lights as well that was missing
You might ask why im doing this? Well i have to update the HP models and also some of those features (unfortunately not the intakes/exhausts cause they cost a lot of tris) will be probably added to the lowpoly as well
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Added the wingtip slime lights as well that was missing
Don’t forget that you can have up to 5 different intensity settings.
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Don’t forget that you can have up to 5 different intensity settings.
That means more tris and im on the limit on the highpoly and also i think Phantom only had 2 settings anyway
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
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Don’t forget that you can have up to 5 different intensity settings.
I would say 10 different intensity settings.
That means more tris and im on the limit on the highpoly and also i think Phantom only had 2 settings anyway
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Switchstates tris shouldn’t count together as they aren’t all shown at the same time.
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I would say 10 different intensity settings.
Switchstates tris shouldn’t count together as they aren’t all shown at the same time.
Well since you need different geometry and mesh for each state in the export of the model they count as extra tris so i might add 1 more state. Therefore i strongly believe that phantom ha only 2
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
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Well since you need different geometry and mesh for each state in the export of the model they count as extra tris so i might add 1 more state. Therefore i strongly believe that phantom ha only 2
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
No! You completely don’t understand what I talking about.
Let’s say your basic model has a 29k tris … ok?
Now…
…you want to add a switch and its 1k tris ( all 30k)
But this switch has 10 states, each 1k tris …
So you think 10k tris more? No, because all states aren’t displayed at the same time. So your model still is 30k tris not 40k as model counts. -
but when you load the 40k model, doesn’t it still occupy 40k in cache memory?
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but when you load the 40k model, doesn’t it still occupy 40k in cache memory?
System RAM shouldn’t be a concern really, most people this days have 16GB anyway which is way more than enough.
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In the same sense a 800k tris model that on max angle shows - display 30k tris is ok?
So all the prerequisites for 3d models are for displayed Tris and not total Tris?
I don’t think so…
Or maybe we should reconsider?Sent from my MI 5 using Tapatalk
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In the same sense a 800k tris model that on max angle shows - display 30k tris is ok?
So all the prerequisites for 3d models are for displayed Tris and not total Tris?
I don’t think so…
Or maybe we should reconsider?Sent from my MI 5 using Tapatalk
This would make sense, but then I guess it depends on easy it is to know how many tris are, or potentially can be, displayed at once.
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In the same sense a 800k tris model that on max angle shows - display 30k tris is ok?
So all the prerequisites for 3d models are for displayed Tris and not total Tris?
I don’t think so…
Or maybe we should reconsider?800K and 30K is very different, This example is probably not valid.
But in general, yes, at least for rendering purposes, the GPU gets a Vertex and Index buffers out of what was already sorted and prepared by the CPU, right? So the GPU actually doesn’t care if the model in 3DMax has more tris, it’ll render whatever is in the Vertex buffer that was sent to it.However, a large number of Switches and DOFs may have an effect on CPU processing as well, so technically it would be better to keep everything as low as possible.