As of late I've been seeing a lot of high poly models creeping into the armada2 downloads and can't help but wonder how everyone's system is doing under these conditions. Does everyone still build massive numbers of ships and stations using these high poly models or have they changed the game so that the number of ships is drastically reduced in order to balance performance. What about you? which type of model do you prefer to use in Star Trek Armada 2? High poly HQ? Low Poly HQ? or just plain, low quality?
Well my personal preference depends entirely on the circumstances. If a particular mod I build was to require low build times and low resource costs then it would need lower poly models. If the mod requires high build times and high resource costs then the higher poly models are much better as not to many of them are built.
Definetly high poly & high quality!! :)
My machine is capable but not what I would call top end however I would gladly sacrifice quantity for quality every time!! :cool:
I hava a rather new machina so i off course want Quality alltough my machine gets slower when i build hundreds of ships.
Quite honestly, I just built an athlon 64 system with an ATI X800 card. I want the high poly high quality. they look incredible (e.g. p81's soveriegn) and I've got the graphic muscle to handle them easily. On a side note I'd really love to see more Bridge Commander model conversions. They just make for the best Armada 2 models.
Viper, I understand your point about the system, I haven't got the X800 yet(yet), but I do have a 9800XT. The problem comes in when building lots of ships. There's a Galaxy class model(I think it was in Ghost's Compilation Mod) that has around 5000 polys. I was able to build about 7 of these before running into serious probs. Like 30fps. The real problem is not just the model in question, it's all the other objects as well. Planets, Nebulae, Other people's ships, phasers, photons, etc. All of these things combined with high poly models seem to really dampen performance. I guess what I'm really fishing for is how does everyone else fare when useing all these mods together in one big battle sequence. I mean, no one's gonna put one or two high poly models in and leave the rest crap. They're gonna put all high poly. But like armadaddict said, it's when you build large amounts that you really notice the loss in performance. Since you're new system is superior to mine(and mine was built only 8 mos. ago, sheesh), put a bunch of these high poly mods in your game and build fleets of like 80 ships, and let the AI build lots of them also. Get that 5000 poly Galaxy, too. lol. Let me know how your system does. I'm really interested.
Im for medium poly high quality its just better for everyone.
I'm with you armad2. The whole thing of it is, Armada 2 is a strategy game, simlar to playing chess. We see so many objects on the screen at any given time, that we really don't notice the detail unless we zoom in and take a screen shot. Even then, those fancy models are nothing more than bragging rights. I peronally use the low poly high quality combination. Most of my models come in around 300-500 polys. My Galaxy II and a few others are upwards of 800, but that's about it. With super high quality textures, you really can't see the difference during gameplay. I know 300-500 polys sound like crap, but they are a lot better looking than the stock models. The stock galaxy has around 700 polys and looks terrible. I have a galaxy class that has 500 polys, uses 4 512x512 textures and yields better performance than the stock galaxy. Plus it looks a lot better. So I can have my cake and eat it, too.
I like medium poly but using lots of high quality textures ;) this dont cut into your resources excepting harddrive space..
Exactly! What most people don't realize, is that if your video card is at least in the Radeon category or GeForce 3 ti or higher, high quality textures really don't hurt you too much. What really hurts is the polygon count. Video cards, no matter who makes them, can only handle so many vertices, polys and triangles. That's why tests like 3DMark 03 are so hard on systems no matter if you use the high or low quality textures for testing. Because the poly count is extremely high. There's also some very advanced light mapping involved in 3DMark, but those are not an issue with Armada. But the polys are. To use a 5000-6000 poly model in a game like Bridge Commander is OK, because you're only seeing a few at a time on the screen. But think about Armada. As I said before, most of my models are around 500 polys. If I have 60 objects on the screen in battle, that's equal to a Bridge commander battle involving only 5 or 6 ships! like 30000 polys! My question to everyone running these high poly models is, how does your system hold up to 60 ships with 2000 polys each? Probably not as good as you'd like, unless you've got a liquid cooled X800 or 6800Ultra that's overclocked into the next millenium. Even then, It's gonna be hell on your system. I just want to put it to everyone, take a low poly model, even a stock one, because stock models can be imported to Milkshape, and just retexture it using the most beautiful 512x512 or even 1024x1024(some of mine are) textures. Then play a game of A2 just like a normal game and ask yourself, Can I really see the difference?