[ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Hey hawken, I would have to disagree with you on this one. SO what is ok for next gen polygons, lets say for a tunnel style FPS?
[ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Most definately not the case. It may be too high poly for 5 years ago, but this is easily rendered in any modern engine. Texture memory and draw calls are the big performance killers these days, 10,000 or so polys isnt going to really be…
[ QUOTE ] [ QUOTE ] looks to high poly for realtime, and too low poly for cinematic [/ QUOTE ] Hey hawken, I would have to disagree with you on this one. SO what is ok for next gen polygons, lets say for a tunnel style FPS? [/ QUOTE ] When you can save polys, you should, because you can use those freed polys to make other…