So the new age of gaming is upon us, and I wonder what budgets we are looking at. Suggestions? -Polygon budget for 3rd person action game with lots of enemies. (A bit like Warframe) -Polygon budget for 1st person multiplayer game (Budget for 1st person weapons, enemies, and other player models) -Polygon budget for 3rd…
But isn't it smart to have some kind of budget to begin with? Game artists can be a bit too generous with their stuff if you tell them not to worry about the polygon budget. My concern is that suddenly your level will exceed the 100 million tris because a team was not worrying about the budget. And yes, I agree that there…
A recent tech doc from Killzone Shadow Fall has some numbers. http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf "Around 40k polygons for the highest LOD ‣ Enough to capture all detail for closeups ‣ We provided detail guide for LOD setups ‣ Up to 8 bone influences per vertex ‣…
Polygon counts are the last things you be worrying about for next-gen games. As long as single frame won't exceed 100mln tris, it should be ok. There are simply way to many factors invovled to give single definite answer for that. ie. physically simulated meshes should generally have lower vertices count, because of…
Well. There is only one right answer for it. Use your reason. If you are making simple chair with 4000 polys you are clearly not game dev artist (;. You should just be using few simple rules: 1. Add as many as geometry you need to keep silhouette. 2. On top of that, add small details that enachne close look and/or improve…