Quote:
Originally Posted by Asheshouse
The original ones I am thinking of related to in-game testing of a scratch built Lancaster model. The LOD0 model was, from memory, greater than 20000 polys.
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Presumably, this was a closed beta-test of Oceanic Team's Lanc.
Do you know if there were any other factors which could have contributed to better or poorer fps, like map or visibility levels? (In a cleverly-modeled sim, I could see a Lancaster model with 20k polys being a lot easier on FPS at night.)
Quote:
Originally Posted by Asheshouse
Very recently I have been trialling an IJN Kongo BB made by others. The LOD0 model for this was around 160000 polys !!!
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Maybe this has to do with differences between ships and planes in the game. For one thing, a fair bit of a ship model is hidden below the waterline. Another factor is that ships don't move or maneuver nearly as fast as aircraft.
Mind you, I'm not trying to dispute you, I'm wondering if the IL2 engine handles ships (limited AI and maneuverability, often seen at lower LOD levels) compared to aircraft.
If you're right, then it makes a whole lot more sense for TD to cap the total number of pixels in textures, rather than the total number of polygons in the model. IIRC, currently texture size is 125 pixels squared for ground objects, 250 pixels squared for vehicles, and 1026 pixels squared for vehicles. I don't know what it is for ships, but I could see total pixels being huge for a big ship.
Perhaps the limit on polygons for models is more part of the "non-compete with CloD" part of TD's agreement with 1c than an actual limit of the game engine.