Announcement

Collapse
No announcement yet.

Is ~200k triangles per character too much?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    #16
    Originally posted by A-J-K View Post

    I mean this can have a few reasons, first of all... of course you could overblow your level with triangles, like i wrote before it's not like you can use ARCHVIZ like vegetation or models in your game scene without getting an impact on your FPS. If you have 100 chairs, each 180K triangle strong beside many other high poly models in your game scene, of course this wont work.

    Second reason, draw calls but aslong you're using the veghatiation tool which should instance your vegetation clusters you should be fine, also in combination with LODs.

    But the biggest problem beside draw calls is the opacity/Trasparecny on the vegation textures/shaders. There is a 80LVL article which explains how you get much better FPS using more trinagles or your vegetation cluster models instead of using big opacity/traslucency areas with low poly clusters .

    Quote from the Article
    "Due to the low shader complexity and low quad overdraw the performance compared to other grass foliages is higher, even with the higher vertex count."

    https://80.lv/articles/creating-next-gen-grass-in-ue4/


    https://www.youtube.com/watch?time_c...&v=UZH4vZ0NDAw
    So what do you think of this tree library? (it was the first thing I saw when I googled "Unreal tree library")
    https://forums.unrealengine.com/comm...-trees-library

    How is the performance/optimization of the trees? Could the trees be better? Do you know of an article similar to the grass one you posted, but for trees?
    I need to know "best practices" for when I design trees myself.

    Also, thanks for the links.

    Comment


      #17
      That tree library is very nice, thou those trees are not meant to be present in a close shot in a scene. Their performance are great.

      You have few options on building trees with performance for games:

      a) purchase the types on marketplace which has the features for your scene
      b) model yourself
      c) purchase a tool like this one and generate an infinite amount of trees yourself + the ones present in the package: Interactive Tree Creator and Dynamic Tree Creator (both from same author)
      d) purchase a subscription from SpeedTree for UE4 and model your trees and once done you can stop the subscription and still use the tress.

      The fastest of course is "a", but you can spend $2k+ worth of assets to form a decent library, it might happen 1/4 of them will not present the necessary performance you need.
      The slowest is "b" because involves in learning techniques, obtaining textures, try and error, etc Maybe a time you don't want to spend much and instead doing what your real dream is all about.

      Both "c" and "d" you don't need to learn anything to have assets with good performance, you will start with a sample collection of textures for "d" and a big sample collection of textures for "c", and overall will depend on your artistic skills to bring a nice tree to life.

      Don't worry, every single person was at least once in your shoes with same questioning.
      Nilson Lima
      Technical Director @ Rigel Studios Ltda - twitter: @RigelStudios
      Join us at Discord: https://discord.gg/uFFSEXY

      UE4 Marketplace: Cloudscape Seasons
      supporting: Community FREE Ocean plugin

      Comment


        #18
        As someone who plays Horizon Zero Dawn a lot, I’ll tell you right now that during gameplay on a standard ps4, her hair is nowhere near 100k polys. Maybe in cinematics on PS4 Pro at lod0 when the hair is covering 90% of the screen...

        Comment


          #19
          Originally posted by Nerdsbeware View Post
          As someone who plays Horizon Zero Dawn a lot, I’ll tell you right now that during gameplay on a standard ps4, her hair is nowhere near 100k polys. Maybe in cinematics on PS4 Pro at lod0 when the hair is covering 90% of the screen...
          The Number on the list comes not from guessing, it comes from a documentary about horizon zero .... I played it on a PS4 pro but there is no way i or you could tell or see how many tris are actually used on her hair. 100K sounds a lot but for hair its actually not, you could use far more to make it look even better but than we are entering the crazy amounts of tris i guess.

          So just because your feeling says you, its not looking like 100K it doesnt mean its not 100K tris...

          100K in game hair
          https://www.artstation.com/artwork/EDbk4
          Last edited by A-J-K; 02-21-2019, 12:07 PM.

          Comment

          Working...
          X