>From my little knowledge of engine design, the engine itself should be
able to group similar textured triangles together into a single batch
until the most efficient batch size is reached at which point it
starts a new batch.  If you reduce a prop to as few triangles as
possible, then that's still fewer triangles to draw.  If we just guess
and say the most efficient batch size is 1000 triangles, then with 50
objects x 250 triangles, you have 12,500 triangles to draw or 13
batches.  Compare that to 50 x 50 = 2500 or 3 batches.

Either way, you're still going to be sending fewer triangles to the
video card if you add LODs for the prop.  That's pretty much the jist
of why it's faster.

On Sun, Oct 19, 2008 at 9:20 PM, Minh <[EMAIL PROTECTED]> wrote:
> on the topic of batches.. I was one under the impression that it's not
> worth LOD'ing your model if it's less than 250 polygons, since anything
> below 250 will equal 1 batch.
> But when I had fifty instances of an object with 250 polygons.. and then
> I reduced the object down to 50 polygons.. I saw a frame rate increase.
>
> Can anyone clarify ? I just want to know if it's worth LOD'ing my props
> below 250...
>
> Jay Stelly wrote:
>> Each vmt change is a new batch.  So yes, that will be 3 draw calls
>> minimum.
>>
>> Jay
>>
>>
>>
>>> -----Original Message-----
>>> From: [EMAIL PROTECTED]
>>> [mailto:[EMAIL PROTECTED] On Behalf Of
>>> Justin Krenz
>>> Sent: Sunday, October 19, 2008 1:44 PM
>>> To: Discussion of Half-Life Programming
>>> Subject: Re: [hlcoders] Static prop skins = more draw calls?
>>>
>>> I'm glad this was brought up.  How does a material proxy
>>> affect the number of batches done?  For example, I have a
>>> player model who uses a single texture.  However, I have the
>>> model's triangles divided up so that there are 3 separate
>>> vmts referenced.  Each vmt uses the same texture file, but
>>> each one has a proxy that will change the texture's color.
>>> IE, the player's shirt is tinted with one color while the
>>> pants are tinted with another color.  Is that causing an
>>> extra draw call even though the same texture is used?
>>>
>>>
>>
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>
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