I loaded up DM-Sanctuary in the UT3 editor and checked the scene stats and it stated there were 600k tris in total and 3million instanced tri's with 500k being attributed to the terrain. I am currently making a warhammer themed temple and was wondering what the tri count limit would roughly be on screen at any one time or is it a classic 'well that depends' question?
For the temple which ive blocked out in max typical tri counts for columns and arches are 1k a piece (similar to UT3 asset equivalents) with heavy instancing and the central hall ive sketched would probably have over 100tri's in view at any one time. However the main aim is not to create a playable level (although you can run about in it if you wanted) I guess i'm aiming more to show the individual assets i've made in the unreal engine, making a temple from them is more to show they can be used in a flexible modular fashion. Alternatively I can just make a less complicated temple than the one ive planned to I suppose.
Anyway my aim is to model everything like columns, architecture etc in a modular fashion, build it in UT3 and then light it and take screenshots to showoff my work rather than create a playable level. This is my first piece of work for my portfolio and i'm just looking for some advice/direction.
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Anyway over 100k in view at any given time should work just fine. If I recall the average scene/frame target for UT2k4 was about 120k.
you'll be fine as long as your art is good, then that sort of thing won't matter so much (but definitely keep sensible tri counts!)
I guess as long as the instanced content is under 2k triangles per mesh it's almost 'free" to render.
I remember reading an article detailing the tradeoff between instancing objects or just combining them into one solid uber mesh, I think the jist was if you have 1000 crates at 12 tri's each scattered around your level then your better off just combining them all as one mesh rather than instancing them, this works up until a certain limit but differs with each engine if I remember-someone can correct me if i've got that wrong but for this scene the main hall will have 80-100 pillars in view at 1k tri's each so i'll leave them instanced.
The biggest hitter with UT3 is not the amount of triangles that you have on the screen at one time, it's your material setup and texture size. While triangles do have a cost to render, materials(Usually) cost more due to complexity and texture size.
Remember that for every material ID a mesh has on it, that mesh has to get rendered that many times. So something that has 7 Material ID's gets rendered 7 times, one time for each ID.
But those views will give you instant feedback as to where in your level is data intensive. just remember red = complex. Transparent/lucent stuff is almost always into the red simply because it can't be properly computed in the initial deferred shading pass. Look around torlan or any other ut map really, and switch on the shader complexity view mode. The water is bright red, and the little grass clumps too. The trees are green though, probably due to static lighting and other pre-computed stuff.
I sort of find it takes a real complex shader or a translucent one, to get you to red...