On Tue, 08 Jul 2003 22:07:06 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:

> On Tuesday 08 July 2003 21:58, Curtis L. Olson wrote:
> > Lee Elliott writes:
> > > Hello all,
> > > 
> > > While we're discussing texture sizes, I'd like to hear how people get on
> > > 
> with 
> > > high-poly models.
> > > 
> > > While I have some problems if a lot of texture space is needed, I don't 
> seem 
> > > to have any trouble with what I'd consider to be high poly models.
> > > 
> > > What are other peoples experiences in this respect?
> > 
> > I think we have some capacity (especially on higher end systems) for
> > cranking more polygons.  However, we need to be careful because we
> > might find ourselves throwing 10-100 of these aircraft into a single
> > scene (i.e. landing at a busy airport.)  We might be able to get away
> > with 1 high polygon count model, but if we have 10-100 it will kill us
> > ... and if they are all parked at the airport, we might not be able to
> > use LOD to bail us out (like we could if the aircraft were all airborn
> > and flying normal routes with normal separation.)
> > 
> > In general, for real time simulation, it's a really good idea to try
> > to keep the polygon count down.  This is one of the biggest challenges
> > with building models for real time simulation.
> > 
> 
> Is there any way to come up with a rough guidence figure?

Three 747 models parked at KSFO brought my system to a virtual halt.  The
first two were okay, losing about 5 or 6 fps each.  This was on a 32MB
GeForce2.

Bernie

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