Nobody thinks that triangulating makes models run faster (since models don't run...). You CAN have any amount of sides on your polygons as you want, but at the end of the day graphics cards deal only with vertices and the edges that connect them, which are triangles. You should stop saying that people don't know what they…
Are you sure? Trust me, you can have as much N-gons as you want, but the performance is always the same, because the 3D software (or the game engine) counts triangles and quads, but not polygons. ;) A 2048*2048 texture will significantly lower the performance... Mine was a suggest, but I repeat, I think that you may better…
As stated by others, most engines out there only render triangle meshes. Software or hardware side optimization aside, there are other pitfalls caused by geometry, here's a few examples. The original polygon models on bottom, bad render mockups on the top. The left and right ones demonstrate bad fills in different ways.…
possibility 1 this is a troll in that case good one this is the fucking funniest thread i have read in long time ! :D possibility 2 this guy really doesn't get it in which case let me really blow you mind: its neither polygons nor TRIANGLES you should be concerned about ! really what takes your transform time is the verts…