I've been playing through FFXII Revenant Wings and am totally in love with the environments in the game. I was wondering when creating a level to DS specs what is the recommended poly count? sorry if it's been asked before. I never get what I'm looking for with the search function.
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Default behavior will render the first 2048 triangles, and unceremoniously drop the rest. So if you exceed the limit, you'll see triangle-shaped holes in your scene.
In practice, this means you'll need to control your visible polycount tightly, or else aim for an average well below 2048, to reduce the chance that a momentary spike will exceed the limit.
There's also a limit on the number of polys in each horizontal scanline. If you exceed it, you'll see missing horizontal segments.
2048 polys that may be, for both screens total, at the same time
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for both screens total, but rendering 3D onto both screens at once reduces the frame rate by half, from an average of 60, to 30. still not bad depending on the game, but most I've seen stick with keeping 3D to one at a time.
having that polycount restriction isn't a problem when you use close camera angles like revenant wings does, rendering small areas at any time. great looking game.
At 30fps, you can render 2048 polys on each screen.
There's also a limit on the number of polys in each horizontal scanline. If you exceed it, you'll see missing horizontal segments.
[/ QUOTE ]8 polys, to be precised. This can usually be fixed with some judicious tesselation.
Imagine a triangle where one of the corners is off the screen. After clipping the triangle you end up with a visible quad which is then triangulated into two triangles. So be careful with creating an entire scene of massive triangles because half of your scene will likely not draw.
ps: leave triangle room for the programmers; they'll need a few polygons for HUD and other elements like reticles and screen overlays.
http://www.google.com/search?hl=en&safe=off&hs=wob&q="ds+sprite+limit"&btnG=Search