[?] Limitations

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sirfstar
Posts: 255
Joined: 2011-09-01 07:18

[?] Limitations

Post by sirfstar »

1. Is it possible to make a map with:
City, ~100 buildings
  • One main objective building, up to 8K tris (LOD0)
    20-40 unique enterable buildings up to 3K tris each (LOD0)
    40-50 non-enterable buildings up to 500 tris each (LOD0)
Village like on Silent Eagle
Not too dense forests
100-200 of detail-objects in city

and still with playable FPS?

2. What is the tris limit on statics in LOD0?
3. How much "T-shapes" (for example) is possible to have?
Last edited by sirfstar on 2012-02-26 22:17, edited 1 time in total.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [?] Limitations

Post by Shovel »

sirfstar wrote:3. How much "T-shapes" (for example) is possible to have?
All I know is that if you are loading the same building again and again, you should be able to have quite a few of them. Unless you meant many different buildings, then I have no idea.
Shovel009
BroCop
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Joined: 2008-03-08 12:28

Re: [?] Limitations

Post by BroCop »

T shapes...well it depends how many floors you plan on having and depends how close they are. If enterables are spammed in a small area then that area is bound to cause fps drops. Look at Fallujah for reference.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: [?] Limitations

Post by pr|Zer0 »

lots of enterables bunched up togheter can result in lag(lots of texture needs to be loaded and details to be rendered... dunno about a static limit thou.
Have to mention that static is not the only thing to be considered...there is also undergrowth/overgrowth and lightmaps atlases etc
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Rhino
Retired PR Developer
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Re: [?] Limitations

Post by Rhino »

1. Yes but how large your View Distance can be I can't tell you in advanced but Muttrah has well over 100 buildings I would think for example.

2. Can't recall off the top of my head but well over 8k tris and even if you do reach maximum tri limit, you can always split the object up into multiple parts to be put together ingame which btw it should be if its a super large object to help with LODs etc. For example the Carrier in vBF2 is split up into multiple bits, so when your on one end of the carrier you don't need to draw the other end in its highest detail, only the end your standing on.

3. Depends on your view distance and how many are all in one area.

The bigger problem with having loads of statics all over a large map isn't how many you have, its more how much lightmap space they take up which have too much of the players RAM taken up by lightmaps and they will CTD on load, although there are ways to optimize LM usage but you may need to sacrifice LM quality.
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sirfstar
Posts: 255
Joined: 2011-09-01 07:18

Re: [?] Limitations

Post by sirfstar »

Thanks for answers.

I've just noticed that thing about count of floors in t-shapes. Are they all separate objects, not a single mesh?
Then, if i want a building with 10 floors, should i split it or can i leave it as single mesh?
Rhino
Retired PR Developer
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Re: [?] Limitations

Post by Rhino »

It would probably be worth splitting that building into a few sections, but I wouldn't split it up floor by floor like the T Shaped buildings, since that is split by floors mainly for flexibility for the static, as it means you can have different combinations of floors (since there are multiple floor types) all mixed with each other, and can have the building as tall or as short as you like etc. Also a slight side benefit was the LODs and some common draw calls.

For your building, its hard to say how it should be split it but probably something like this so you end up with 6 parts, but 6 might be a little extreme: http://img594.imageshack.us/img594/8486/92470845.jpg
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [?] Limitations

Post by Shovel »

That building looks awesome, reminds me of the ones in the Germany level in MW3. Please finish it.
Shovel009
sirfstar
Posts: 255
Joined: 2011-09-01 07:18

Re: [?] Limitations

Post by sirfstar »

It is Presidential Palace in Grozny, and map about Chechen War :)
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