Ultra high poly model tests. -1 reply

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Major A Payne

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#1 7 years ago

Right then. Looking at the "starfoxes release thread" replies Freyr came up with an intersting idea. That idea being to try stretching the game to its very limits, or at least attempting to. So with that in mind I'm going to do some tests. The ships in question will be:

- Galaxy Class: As originally done by DJ Curtis and released for Bridge Commander. This model has 13804 polys and comes with 4 2048*2048 texture maps.

- Defiant: This is Lints release of the LC defiant pack. Again released for Bridge Commander. This one is 10564 polys and comes with 1 2048*2048 and 1 512*512 textures.

- USN Achilles: This one is my own recreation of Robert "Alnair" Hoermanns ultra high poly CGI (IIRC it was stated to be aprox 427,000 polys) version. Mine rebuild is 10530 polys and comes with a single 512*512 texture file.

- Atlantis: This is a CGI based model downloaded from Scifi-Meshes. Its poly count is 54074 but I won't be loading any textures with this as they arent int he correct format for conversion and would require remapping onto the model.

- Ascension Class: This is the big one. Originally made by Mark Kingsnorth and is available from Trekmeshes. It comes in at a whopping 902622 polys (yes you did read that right. Nearly 1 million polys). Again. No texture maps will be included as the game may have a seriously hard time handling the emmense poly count.

Now both Atlantis and Ascension will most likely not work due to the size of the poly counts but you never know with these. I'll keep people here posted as to the results, but I would appreciate no-one asking for any kind of public release as these are primarily just for testing purposes to see what kind of capabilities the game has. I will be testing in both A1 AND A2 so we'll see what happens.




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#2 7 years ago

Looking forward to the info




Freyr VIP Member

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#3 7 years ago

This'll be interesting.

When people keep saying that Armada can't take high poly models, I have been thinking for years that the main reason for that is because people tend to have dozens or hundreds of objects onscreen in armada, unlike more modern games where there are far smaller numbers of objects.

I shall be looking forward to seeing the results of limited numbers of serious high poly models shown through the games rendering engine.




Major A Payne

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#4 7 years ago

PC Specs --------- Just so I don't get the usual "what hardware you using" question heres my specs:

- Intel E6700 Dual Core (3.2ghz) - Nvidia Geforce GT520 (1gb on board) - 4gb DDR2 ram (although only 3.5gb is used due to XP being installed) - Game display set to 1280*1024 - Standard game installed for both A1 and A2

Test 1 - Ascension class ----------------------- Model conversion came out as a 19.5mb SOD file. Textures stripped from the mesh. Minor errors to one section but the mesh was collapsed. Mesh error remained but wouldn't effect it showing in game. All that would happen is the model would be disjointed.

Armada 1 Result: A good try. The model apparently loaded fine. However. Shipyard missing build button and game crash as soon as mouse hovered over shipyard build button slot. Armada 2 Result: Shipyard build button shows, but as soon as build menu from shipyard selected crash to desktop.

I guess the model was a bit of a strain!!!

Test 2 - Atlantis ---------------- Model conversion just a small amount of 5mb. No textures to strip from the mesh. No mesh errors in conversion.

Armada 1 Result: Similair results as above but build button present. Armada 2 Result: Actually finished build on this one but severe graphical errors caused by poly count and crash to desktop before I could grab an image.

Test 3 - Galaxy -------------- Model import was fine. Some lag during combat and seriously long loading time due to texture count.

Test 4 - Defiant --------------- Similair results to galaxy class.

Test 5 - USN Achilles -------------------- Much quicker due to one medium res texture. Works fine in both games.

My personal take on this is that whilst the expected happened with the CGI based models and the BC models and my own are well within tollerance for both games I would still say don't try to go above about 5k at the most. LOD's are certainly a massive help but you could go with three instead of more (stock game models usually have 1 or two LOD's along with the main mesh). I am wondering if the actual SOD poly count is "capped" to a specific amount - maybe 30k tops. I might try another test or two in the near future with something close to this.




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#5 7 years ago

My Evil Jedi ISD is the bigest model I've personally run and I don't have near the graphics umph you do. P4 2.8GHz 3Gig of DDR Ram and a 512 ATI Radeon x1300/x1500 card




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#6 7 years ago

What's the poly count on that ISD?




Major A Payne

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#7 7 years ago

around the 25k mark




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#8 7 years ago

How much did that lag the game? I see you did a battle with two of the things.




Terra_Inc

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#9 7 years ago

While I have no experience with ultra-high-poly models, I used to have JF's conversion of Wiley's JJprise (~30k polys) ingame without problems, even several of them. I don't have a particularly powerful chip, but it worked for me.




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#10 7 years ago

Next to non, I would get a little hicup when it would first render and then it would be smooth sailing from there. I've even had 6 out fighting that Evil Jedi SSD I released a couple years back and kept 35fps