Ay' Everybody,
I have been playing around with different level loading/creation solutions and have had varied results. Allow me to babble a moment.
MAX6: I build a basic level, just walls, floors, the basic stuff and make the level with around 8k polys. My frame rate is set to 60 via code. Now, depending on how big my verts are depends on how "smooth" my game runs. Why is the size of the vert a factor?
UT2K3: I can load these maps into my game, but as you would guess I get a very poor frame rate due to the poly count...which I have to reduce for Blitz to even load it in.
Q3: I can load in any Q3 map, get perfectly smooth movement with all the bells and whistles. All that I have tried run great!
Now here's my confusion. Why does the Q3 map behave so nicely, but the MAX6>B3D / UT2K3 maps behave with inconsistency depending on how big a vert and poly count is? I was under the impression as long as the poly count in under 60k it would not effect the performance of the game.
Can someone shed some light on this for me. I hope my babbling made since.
tx
I have been playing around with different level loading/creation solutions and have had varied results. Allow me to babble a moment.
MAX6: I build a basic level, just walls, floors, the basic stuff and make the level with around 8k polys. My frame rate is set to 60 via code. Now, depending on how big my verts are depends on how "smooth" my game runs. Why is the size of the vert a factor?
UT2K3: I can load these maps into my game, but as you would guess I get a very poor frame rate due to the poly count...which I have to reduce for Blitz to even load it in.
Q3: I can load in any Q3 map, get perfectly smooth movement with all the bells and whistles. All that I have tried run great!
Now here's my confusion. Why does the Q3 map behave so nicely, but the MAX6>B3D / UT2K3 maps behave with inconsistency depending on how big a vert and poly count is? I was under the impression as long as the poly count in under 60k it would not effect the performance of the game.
Can someone shed some light on this for me. I hope my babbling made since.
tx