Well, hi people! this is my first post here!
I'm have some questions about the poly size used this days in games such as "Skyrim" and "The Witcher 2" for exemple. whats the average triangulations in complexe scenes? and thinking about all the environment together, what about the textures and effects(fog, particles and others) in the scene,this effects are measured as polycount? or... it's another cauculation? i really don't know.
Hope you people can help me out !
Replies
hope that helps you out.
If you're asking because you're concerned the models you're making are too high poly then you're probably looking at this from the wrong perspective. If you understand what good topology looks like, and you aren't blatantly wasting geometry, then you're probably in a good position because it doesn't matter what your polycount is as you can always optimize it. Try not to think in terms of "am I below my poly limit" and more in terms of "Is the silhouette well defined? Can this model be simplified? Do I have geometry that is serving no purpose?"
You could find out what witcher 2/skyrim use but it wouldn't be a useful measuring stick. The best way to figure out what your scene polycount limit is going to be is to take a prototype of your game and stress test it.
Thanks for the advice! im making all stuffs low poly right now for a big scene, with alot of trees, i was just a bit worried because i have no experience doing this right now. but ill focus on good models righ now!
Also try to think about the shaders and effects you want to use and what they would cost you in performance. That way you can partly balance out a scene beforehand.