Well I a making an Web Browser multilayer Fps and is wonder how many polygons is appropriate for each player?(6 players in one match)
Right now I have roughly 500,000 (I am Serious)per player (including guns)…
Some may be gasping, but if you look at interstellar Marines, I assume the count is very high as well…
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500 or really 500k?
if the later: no way.
Thats 50 times any reasonable amount for a fully equipped player (10k), assuming you target DX10 class hardware performance wise as a reasonable min requirement.
500k as in 500 000 http://www.turbosquid.com/FullPreview/Index.cfm/ID/451225
and 1 of my guns is 250k (250 000) by itself increasing the total to 750k (750 000).http://www.turbosquid.com/FullPreview/Index.cfm/ID/263981
would a non web browser game be able to support this over network???
It depends on the hardware you’re targetting. High-end = lots, low-end = not very many. There’s no one answer. Web browser or not doesn’t matter that much because it’s running natively in any case.
That said, 250K polygons for a single model is absurd for a real-time game by 2010 standards. That’s something you’d use for pre-rendered movies; for a game, reduce it by around a factor of 25-100 (more or less depending on the hardware you’re targetting).
–Eric
ohhhh so unity wouldn’t lag if
I used 750k polygons per person???
if it didn’t, what would be the load time vs a downloadable game??
if needed could I compress the models, terrain, or the whole game file ???
How would I compress it the easiest and the fastest???
Thank you for your help.
500k per player? jesus if thats true than you are past the ridiculous zone. Gears of war characters are about 15k, lost planet 17k, and grand turismo 5 so far I believe is the game with the highest poly count with cars at 200k. I just don’t see any reason for you to use that, go get zbrush or something to decimate him down to something usable, then just bake the normal map, from your 500k version put it on your usable version. I hope I didn’t misunderstand anything here.