3 registered members (Ayumi, Akow, AndrewAMD),
1,505
guests, and 9
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
polys vs vertices
#76407
06/02/06 00:45
06/02/06 00:45
|
Joined: Jan 2003
Posts: 1,738 Nashua New Hampshire
anonymous_alcoho
OP
Senior Developer
|
OP
Senior Developer
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
|
I think this has been asked before but I can't find it. I know it takes engine time to draw polygons but does the vertex count decrease FPS as well?
"Oh no, it's true! I'm a love magnet!"
Calvin from Calvin and Hobbes
My name's Anonymous_Alcoholic.
|
|
|
Re: polys vs vertices
[Re: anonymous_alcoho]
#76409
06/02/06 09:54
06/02/06 09:54
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
Vertices are more important to the frame rate than polygons are. From a test I did a while ago, a model with 30,351 vertices and 60,000 faces took half the time to render than did a model with 60,000 vertices and 30,000 faces. Always merge your vertices and use as few as possible. If it means having polygons intersecting, then do it if it doesn't pose any problems.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
Re: polys vs vertices
[Re: ulillillia]
#76411
06/02/06 14:57
06/02/06 14:57
|
Joined: Nov 2003
Posts: 1,267 ef
Christoph_B
Serious User
|
Serious User
Joined: Nov 2003
Posts: 1,267
ef
|
i think thats not because of the high vertex count itself, but bacause of the fact, that a model with a lot more vertices than faces also has a very dirty mesh and so it takes more time to render ans slows down the engine.
sef
|
|
|
Re: polys vs vertices
[Re: ventilator]
#76414
06/02/06 15:37
06/02/06 15:37
|
Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
|
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
|
Quote:
the number of triangles and vertices most of the time is quite related anyway though.
I agree with this. Normally, there are twice as many triangles as vertices, always true in a closed mesh.
With just 100 vertices, you can theoretically have up to 9604 triangles. I may have stated that, with the maximum of 65,535 vertices that it was some extremely high number - I used the wrong formula. It's not pow(2, vertices-2), but rather pow(vertices-2, 2). With the maximum, you can have, theoretically, 4,294,574,089 triangles.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
|
|
|
|