Car Demo Question

Hi,

what are the minimium gfx features you need that the car in the car demo ( http://unity3d.com/ ) actually looks like on the pictures on the website? It looks shabby on my 9200er…

Regards,

taumel

Anything that supports pixel shaders and vertex shaders.

Any restriction which version is needed for the shaders?

Well, it obviously could be done better as the difference is quite brutal…

More specifically: fragment programs and vertex programs. In DirectX terms that’s pixel shaders 2.0 and vertex shaders 1.1. Radeon 9200 can’t do the ps2.0 part.

Hmm the 9200er was still based on the 8500er, if i remember right…

Does anyone out of the stomach knows a) how this looks like on Intels GMA950 and b) which are the lowest nVIDIA cards which support Aras specs?

But if it’s PS2 then it should be available since the first DirectX9 generation cards. So all the DirectX8.1 stuff is out…

Yes, Radeon 9200 is based on 8500. Both can’t run fragment programs. The minimum specs for this particular car shader are: GeForce FX5200, Radeon 9500 or Intel 9xx (including GMA950). Of course, the car shader is just another shader in this example project, anyone can add a better looking fallback implementation for older cards.

It needs an ARB_FRAGMENT_PROGRAM - that means GeForceFX or Radeon9500+

Sorry

How far do you think could you get towards the look of the better version if you fallback to DirectX8.1?

When looking just at the still from a Director point of view i would say you need some multitexturing and a transparent reflection map and it should also run on DirectX7. But i dunno how it feels when the car moves…

@nicholas
Sorry for the smiley :O/

Ahm another one: Do you know the polycount of the car?

You could get quite close - not sure exactly.

It’s pretty close to a bumpmapped reflection with some color variation thrown in.

Thanks for the info so far.

Any number for the polycount of the car?

Come on taumel, it’s not that hard to compute that yourself :slight_smile: Here’s a script to compute poly count on any game object hierarchy: PrintPolyCount.

It says the car, including all parts (wheels, glass etc.) is 6602 vertices and 6202 triangles.

Come on taumel, it’s not that hard to compute that yourself :slight_smile: Here’s a script to compute poly count on any game object hierarchy:
<<<

Come on i just wanted a number and you guys did it… :O)

By the way where can i download the project for it? Or does it come with a standard installation?

What comes to my mind is that director showed the complexity of an 3d object in the inspector when you selected it.

Thats one really useful feature, especially when it works for object-groups also.

Why not make an editor script to show it?

You have the power :wink: Doesn’t sound useful to me on the grand scale of things…

It’s in the example projects: http://unity3d.com/examples/index.html

Thanks!

hmhm… yet i really dont, but i am working on it…
Cant wait for those days when i tell people how to code this or that :smile:

Of course i know, how many triangles my objects have. For a single object i can also go back to my 3D app and check there.
But it would be very useful, when checking a part of a scene with multiple objects that have been arranged in Unity and not inside a 3D app.

Why not make an editor script to show it? You have the power :wink:
<<<

I’ve no idea how this works… :O)

Doesn’t sound useful to me on the grand scale of things…
<<<

I’ve found this pretty useful over the years browsing down a structure and investigating the objects/groups. Anyway i have to correct myself: You only got the information for the whole scene (polycount, objects,lights,…) If you wanted the polycount for a certain object you would have to press a certain button.

Sorry to sound presumptuous… here is an editor script to show mesh info of the current selection. (Copy the script into a C-Sharp script called MeshInfo in the /Assets/Editor folder…) I’ll attach a unityPackage with this one script in it for convenience…

-Jon

using UnityEngine;
using UnityEditor;
using System.Collections;

public class MeshInfo : ScriptableObject
{	
	[MenuItem ("Custom/Show Mesh Info %i")]
	public static void ShowCount()
	{
		int triangles = 0;
		int vertices = 0;

		foreach (GameObject go in Selection.gameObjects)
		{
			Component[] meshes = go.GetComponentsInChildren(typeof(MeshFilter));

			foreach (MeshFilter mesh in meshes)
			{
				if (mesh.sharedMesh)
				{
					vertices += mesh.sharedMesh.vertexCount;
					triangles += mesh.sharedMesh.triangles.Length / 3;
				}
			}
		}

		EditorUtility.DisplayDialog("Vertex and Triangle Count", vertices + " vertices in selection.  " + triangles + " triangles in selection.", "OK", "");
	}
}

21783–732–$meshinfo_408.unitypackage (2.08 KB)