I am trying to do a single level car racing game in PSP .I wanted to know what should be the polycount size & texture size for a single level ?How many types maps (normal maps,HDRI maps,reflection maps,specular maps,bump maps etc.) ?
Presently for my level I am Having 25000 poly & textures 256x256,128x128,64x64 dimensions.
Kindly let me know.
Replies
For the PSP you'll pretty much be using diffuse only. If you have a good, optimized engine them maybe with some simple reflections (not sure about spec maps) and faked HDR (see Syphon Filter), you can forget about the rest.
It all comes down to memory on psp really, and what you can wring out of it : it'll render far more than 25k polys (triple that) but that amount of geometry data might be the limit of what you can load at once, depending what else is in memory. Even then, it's tricky to nail this down to polygon count - psp games will usually use tri-stripping and all manner of compression techniques on top of that, depending on how good your coders are. And then its a different kettle of fish again if you're streaming it (for the record, total pain in the arse on psp)
How many polys in a piece of string? On psp its more important than most platforms to know how long your string is.
we are getting 19 to 29 frames per sec but its flickering while rendering multiple objects in a row like 2 to 3 buildings,road,footpath,trees,lightpost. How to stop the flickering ?
Is there any procedure to render the nearest objects 100 percent & far objects 50 percent or even more less in coding ? could u please give me a briefing about rendering & lighting ?
(Presently the level polycount is 12000k approx.Textures are 64x64 to 128x128
total no. of textures 30 in png format)