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Old 12-01-2011, 11:36 AM   #16
poopipe
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The performance hit from a model comes from pixel shaders and texture usage - not polycount (within reason). modern GPUs are capable of pushing extremely large volumes of geometry around (tens or hundreds of millions of tris) very happily, the crunch comes when you start throwing high res normal/spec/etc maps and post effects into the mix (and that's largely unconnected to polycount)

I feel the polycounts in a lot of comps are set unrealistically low these days tbh. 10k on a character is hardly high end realtime specs (GOW had them at 20k plus and that happened years ago) and it seems to me we really ought to be pushing towards next generation specs (i'd guess we're looking at 50-100k on a major character)

The extra 2k will give space for curved surfaces and nice accessories like strap fixings, detailed ammo belts and so on.
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Sathe (07-02-2011)