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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
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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
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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
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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.
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yea 800k to 30k was an over exaggerated example just to give an example…
so if I understood correctly a model of 45ktris that will never render more than 30ktris (cause of view angle) will have gpu wise the same performance with a model of 60ktris that will never render more than 30ktris. having all other properties the same. Right?
in general most models end up rendering about what 40% to 70% of the total tris? On airplanes seems to be around 50%. If there is an algorithm to calculate the max rendered tris then we could revise the tris count?
If this is right it means and kinda verifies high poly models tries that have minimum fps impact, and most probably ain’t only just that modern gfx cards have better performance.
I mean if you had a model of 30k and go to 50k and details are like in the wings or the side panels or curvature then the impact might be unnoticeable, so we kinda sacrifice a better visual experience just cause.I know that this sounds like an over simplification but in the sense you can have a lod 1 with killer detail and a display distance of 100ft it wouldn’t have such an enormous impact afterall. Gpu wise cause memory ram and hdd and cpu it would have an impact, I realized that in my personal tests.
I respect and understand the logic of keep it down (tris) to preserve resources cause well… particle system will kick in at some point… :lol: but generally speaking is good to have an idea what and why.
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so if I understood correctly a model of 45ktris that will never render more than 30ktris (cause of view angle) will have gpu wise the same performance with a model of 60ktris that will never render more than 30ktris. having all other properties the same. Right?
Well, no
View angle cannot be considered, because when a model is about to be rendered, still the entire set of Active (Switches and DOFs wise) vertices will be loaded to the GPU and rendered. View angle will cause none visible vertices to be discarded inside the GPU pipeline before rasterization. But rasterization happens at a later stage just before the Pixel shader, so all those vertices will still pass at least the Vertex shader in the GPU. And while today as GPUs advance Vertices processing become less and less significant, still you can’t ignore the numbers. Huge numbers may bring the GPU to heavy load. There are advanced techniques to improve models rendering, make them render faster, but we aren’t there yet.
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VULKAN! VULKAN! VULKAN!
:lol: