1 Million tri Interactive Realtime.

Hello, 1 Million tri interactive 3D realtime auto for touchscreen displays. With a touch you can interact with the Auto and its movable parts.
We have plans for more interactive elements, such as highlighted stats and other auto information when auto is touched.

I may edgeloop reduce the detail and make it lower poly…but I just wanted to see how a hi-poly would perform. Of course its super fast on all my newer Macs, it slows down on single core systems with standard video cards.

3DK On-Line Alpha Demo:

http://www.interactivemagicworks.com/3DKautodemo.php

Let me know how a million works on your system!

Starr

My main problem is the download time. It would be super-cool if Unity could apply subdiv to meshes (and redistribute bone weights and UVs appropriately) to reduce mesh sizes…

It’s also kind of sluggish and unresponsive for me. I’m not using the very latest stuff, but I have a Radeon 3870 and a quad core Mac Pro.

It runs fine on my machine, the only problem I see is that the joints are a tad flimsy. I can pull them well past where it looks like they should stop, and even pull them off the main body.

Hi, Thanks for the response. Hummm we have tested on
a 2.4 iMac with Intel Core 2 Duo 128m video
a Mac Pro Laptop with 2.8 Core 2 Duo with 512m video,
a Mac Pro 8Core with 256m Video Card.
A PC 1.7 AMD64 with Radeon xPress 200m 128m
A PC amd athlon64 2ghz, 2gb ram, geforce 6600

With fast interaction. PC was abit slower.

Here are the player stats:
(A little less than a million after I took out the front light halos.

Draw Calls: 180 Tris: 774.8k Verts:2.4M
Used Textures: 14 - 1.1mg

VRAM usage: 3.2 MB to 16.1 MB
VBO Total: 51 -11.7 MB

Starr

Yeah…thats the stuff I am still playing with…it’s driving me mad!

Starr

runs fine on my MBP

Also is interesting otherwise but I think the constraints of the bone connections is a bit broken on the doors as others pointed out. There shouldn’t be anything but rotation around the vertical axis allowed. with fast movement you can even get it to work like a swing up door ^^

but definitely an interesting thing for different usages

2fps on a GMA950 is pretty good for 1m triangles!

I just now lowered the tris to 1/2 a million. I noticed some video cards handled 1 million very well, almost 24 fps. I tested two mac pros, both exactly the same hardware but one with a ATIX1900 512M and one with a NVIDIA 7300GT 256M. The Nvidia beat the ATI. Geezz.

Fixed all the doors. Now I want them to kinda spring open/closed alittle when touched…

The 1/2 Million ran very well on my iMac with a 2GHz Intel Core 2 Duo and ATI Radeon x1600. The big killer was the load time.

Smooth (solid 40FPS, which is the maximum in windowed mode on Firefox/Windows). Radeon HD 3850.

In general, a million polygons should be no problem for any “real” graphics card. That is, the ones that have hardware vertex processing (so that would exclude most integrated Intel ones, and some of low-end integrated GeForces/Radeons).

Neat! However, nothing says “Cheap 3D graphics” like Aliasing. :?

Crank up the Antialiasing (even if it does bring the engine to a crawl). Also, could we see a wireframe of the car? It’s hard for me to believe that this is 1 million polygons when the interior is made out of textures.

Still, pretty awesome! Did you make the car? :wink:

Edit: Just saw that it was reduced to 1/2 a million. Was the interior texture based originally?

1/2 million got a low FPS on my machine.

24" Alu iMac 2.4GHz 4GB Ram; ATI Radeon HD 2600 Pro.

I think part of the problem could be the shader you are using. With that many tris, each of which need to be shaded individually, a reflective-type shader really slows it down.

The edges look jagged for me too, and the doors just wont stay closed. The rear door keeps wanting to rise into the air by itself.

Also, the interior is UGLY. Either use some of those 1/2 million tris on the inside or use higher-def textures.