Hey just a quick question for you guys. I'm no techy so I'm ignorant about a lot of stuff when it comes to game optimization.
AS I was thinking about a game prototype and got influenced by some art style I've just seen, I was wondering what's more hard on the Ressources (CPU/GPU/RAM,etc.) ?
Polygons or Textures? When I talk about polys, I'm talking bout a scene with fairly high numbers like a scene built with 2-3 millions polys and no texture vs a scene built with 40-50k poly's with a dozen of 1k textures?
I know this kinds of stuff depends but maybe a quick insights or answers on this could help. Of course, in said scenes, poly would be static(no bones or rigging), let's also add that they would be UV less (so one thing less to handle in the engine).
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For example, I'm pretty sure ambient occlusion and dynamic lighting have a stronger performance hit on denser meshes.
Although from my POV, I don't think it matters. There's no real consistency other than the frame rate in a lot of games. If anything, only a perfectly solid running 60fps should be priority. Nothing less.
"As I was thinking about a game prototype and got influenced by some art style I've just seen, I was wondering what's more hard on the Ressources (CPU/GPU/RAM,etc.) ?"
There is zero point wondering about "what's harder on resources" when the actual, practical context here is that of a game prototype.
The answer is simple : use as little resources as possible. Very low poly models for everything, and very low resolutions for everything. Problem solved, you can now move on and get started on your game prototype !
(not trying to sound like a smartass here - it really is that straightforward, and a bit of a non-issue really.)
...it depends
Seriously though as clearly outlined above, it really is that simple on a fundamental level. In my humble opinion by working within tight budget constraints initially enables a more thorough approach where and/or how to optimise performance gains early in development irrespective I might add of complexity, at the same time mitigating any potential losses (...one would hope) as well. Which at the end of the day only half the fun when it comes to prototyping the thing in the first place.
Have a good one.
In general its pixels that tend to cost a lot though these days. spensive shaders, and post fx. SSAO for example can be a really costly bastard up close.
I understand what you mean. I was wrong with the terms I used. I meant a game ''design''/ art direction.
I was looking at astroneer and was charmed by the hard edges/ textureless look of the whole thing. I wondered how far one could go with even higher graphical ambitions if he decided to make a game with lots of poly's but no texture.
On the PS2 , the emotion engine(TM)(R) was a pretty powerful vector processor though the VU had poor texture cache so relying on sharp edges for detail was a common tactic for character detail while keeping the framerate high and smooth. To a common CRT TV then, and factoring in the blurry 'flicker reduction' most ps2 games had (as well as the bloom in the later games), it didn't look too practically different than a typical normal-mapped rendering path.
Textures also depends. Texture switching penalties are harsher on modern and mobile/embedded (especially those) video hardware so you'd generally have to save up on texture usage and use instancing a lot more. Some modern engines (UnrealEngine3 onward etc) have conveniences just for that
Then indeed you could have asked that directly And the answer would have probably been : One could go at least as far as Astroner ; and maybe further, but, it depends.
Bottom line : none of that prevents you from working on your prototype. There's no real point wondering without trying really !