ai wrote:@Flying Steel:
Sure, UT3 and Crysis may use a lot more polys than Nexuiz, however, their engines are a lot more advanced and can handle stuff like that. Darkplaces as I've seen isn't as friendly when it comes to high poly count, also keep in mind that this is a fast pasted shooter which means the higher the poly count the worse you will perform. In the end you'd probably bring the graphics down. I'm just saying 20.000 tris for a vehicle for Darkplaces is very very much.
Do those games really do that much of the work, or is it the GPU? My impression was the latter.
Except for LoDs, but I've got a strong "if you build it, the support will come" impression of Darkplace's LoD support; when there are alot of good GPL models around that have LoDs, the devs will start to develope solid LoD support into Nexuiz/Darkplaces.
LoD could work but before doing super high poly models one would need to try it out before telling people to not worry about the poly count.
I was more offering a guestimate ceiling, or maximum for how big the biggest LoD of the biggest vehicles should not surpass.
If Nexuiz would go to the UT3 standard not many people would be able to play Nexuiz at all.
UT3 I'm sure has support for older machines, in addition, that games has a massive amount of content that we couldn't achieve overnight working on our freetime. By the time we have enough UT3-level content to depict everything in a particular match, the GPUs needed to run it will be found in bargain bins.
Another thing, games do indeed count in tris and not quads, well not only games really. A polygon is a surface with 3 points, connect these 3 points with lines and you'll get a polygon. So when one says 10.000 polys one means 10.000 tris.
Not really, a polygon is a shape with 3
or more sides. A "polygon" just means "many-sides".
In other words, a triangle is a specific type of polygon, the minimum requirement of a polygon.
This might be why some folks use vertex count instead.