almost complete... opinions please [message #-988033] |
Tue, 31 December 2002 05:29 |
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First let me reiterate my above statement: "I have not yet checked the poly count" I was simply looking for an opinion of the work which I have been putting forth was visually pleasing. If it looked like crap i was going to scrap it and start over, If there was something there, asthetically, I was going to put forth more effort into creating a useable model for the game. I always prepare a high poly rendering of my work before I go back and tweak it. This way I have 2 versions, one for my portfolio and another to use for any other purpose.
6k poly's before any optimization, and just for reference, you dont need a massive computer to run it. Here are a few stats on some generic Geforce 3 cards: GeForce3 Ti 500:
Graphics Core: Memory Interface: Fill Rate Operations per Second: Memory Bandwidth: 256-bit 128-bit DDR 3.84 Billion AA Samples/Sec. 960 Billion 8.0GB/Sec.
GeForce3: 256-bit 128-bit DDR 3.2 Billion AA Samples/Sec. 800 Billion 7.36GB/Sec
GeForce3 Ti 200 256-bit 128-bit DDR 2.8 Billion AA Samples/Sec. 700 Billion 6.4GB/Sec.
GeForce2 Ultra 128-bit DDR 1.0 Gigapixels 7.36GB/s 31 Million
So as you can see from the above stats... It is not a question of how many polys your video card can handle, its a question of how many the game engine can handle. Personally I am running a Geforce 4 titanium on my Dual G4 Mac which I use for business, but there is no need to have a high end graphics board such as a Wildcat4 or Quadro4.
Just for reference: Wildcat4 7210 384mb DDR ram 3D Gouraud-shaded, Z-buffered triangles: 37.9 M/sec. 3D, vectors, solid-color, 10 pixel: 33.9 M/sec. Trilinear textured fill rate: 400 Mpixels/sec. Enough of the arguement, I need to get back to work. [ December 31, 2002, 00:36: Message edited by: Khaldor ]
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