Are 15 cars on an iPhone (each 40,000 poly) OKAY?
If not,how the hell the cars in RR3 so good looking
While browsing the web I heard each car was around 30,000 poly
So in one of the race in rr3 it has about more than 20 car on the screen so that will be about more than 600000 poly on screen!!! Plus all the good looking racetracks
HELL How…
Edit=The interior ain’t so good but the cars are good lookin
For mobile racing games, the nearest LOD’s might have 5k - 8k triangles per vehicle excluding interior, while farthest LOD’s might have only several hundred triangles per vehicle. In CSR Racing, where there are only two vehicles maximum on-screen, 40k triangles is possibly the poly count neighborhood.
RR3 is likely using an in-house engine. CSR Racing is made with Unity. The 90’s Arcade Racer is also being developed with Unity, but over the last year, the team has been having problems with the AI with high number of vehicles. One of their older videos shows the use of Racing Game Kit, which uses several ray casts per vehicle as well as wheel colliders. Wheel colliders and ray casts are expensive especially on lower powered devices. When vehicles are far away, physics might have to be abandoned in favor of approximations such as splines.
As mentioned, LOD and culling would get the performance up. The interiors of non player cars appear to be a solid color and basic shapes.
I’m sure a ton of work has been put into optimization. Probably very highly optimized shaders, those solid colors probably use a color instead of textures to give variety on exteriors.
You don’t need Unity Pro for LOD, you can code them in manually or buy an asset to handle that for you. Keep in mind that the player’s car will probably be the only one you’d want at the highest LOD. I don’t know what that polycount would be, because it depends entirely on what else is in your scene. It literally isn’t a question we can answer for you. But for a high end racing game, yes, you’ll need Unity Pro. Smooth shadows, better lighting, post effects, render textures for mirrors, all of these will be needed for a high end racing game.
You also need to understand that polygon count matters relatively little in the grand scheme of things. A million polygon sphere with only the most basic lighting will look like a circle. Conversely, a properly lit, well textured sphere with PBR materials and box projected reflections can look absolutely gorgeous with less than 100 polygons. For a high end game, you need high end art. And that is way more than just polygon count.
I’m working on a car game for desktop part time, and until I get Unity Pro it isn’t going to look high end by today’s standards no matter how good I get the artwork. But I don’t need to worry about that until the game is further along than it is. Which will be a while.
In addition to the visual effects mentioned, you’ll also want Pro for the memory and performance profiler.
So far the only Unity racing physics package that looks convincing enough for high end racing at indie developer pricing is MoDyEn. Whether it will work on mobile, and how many cars it will support is TBD.
CarX is probably the most comprehensive Unity racing package by far, but also appears to be off the market for developers.
So I spend 10K for carX.
Its better to hire a team of programmers and ask them to make car bike physics.
They will provide more than 100’s of scripts and maybe for a lower cost.
What ever I do I won’t buy the crappy CarX Bla Engine for aaa games.
It might look nice to people But I hate it.
It is almost never better to hire your own team to duplicate a complex system. Paying $10,000 is a small amount when you consider the capability the system would bring with it. A single decent programmer will cost more.