un nessary detail
irjason
Join Date: 2009-02-05 Member: 66312Members
Today i thought i would run around summit with wireframe on just to see how the maps were made, to my suprise alot of the high polly detail was Oo really un viewable by the user and was under the floor over metal plates, were u could get a very simluar effect using alot less pollys and some texturing techniques. Im currently studying game deisng my self so was suprised to see the number 1 big no no going on in game design wasted resource's and high polly counts on un nessary things. I will do a few screen shots of some area's later using wireframe and a screen shot not using wireframe to show much detail the user could actually see to the amount of detail under the ground. Hopfully this will be changed so less stress will be put on people's hard ware causing alot less lag for alot of user's the other suprise to me was when going threw crevice and the amount of pollygons used on the lower part of the hole, were i thought a simluar effect could be made with alot less pollys and also the rendering of item's that are totaly unseen by the player near alian start were showing up as well. Ill do a few models my self and textures and try and implement them in to the maps by swaping out the orginal and see what kinda of effects i can get using alot less pollys. But im sure NS2 dev are well awear of this so hopfully will update there models under the service and out of the sight of the players to be alot lower causing less strain.
here is a 2 screen shots for a example of what i mean
<img src="http://img580.imageshack.us/img580/189/whatisbeingrendered.png" border="0" class="linked-image" />
<img src="http://img259.imageshack.us/img259/2425/whatusee.png" border="0" class="linked-image" />
from a game design point of view the detail should be at eye level not under the ground were player's do not look (enless u guys like runing around looking at the floor) + its dark and you cant see the detail being used. there for lowing the level of detail is the logical solution to help prevent lag. A simular out come as the image's above could be done with far less polly's and even be done by using 8 sided cylinders and a fex box's instead of all the pollys being used.
Just a input and somthing i hope will change in the future.
here is a 2 screen shots for a example of what i mean
<img src="http://img580.imageshack.us/img580/189/whatisbeingrendered.png" border="0" class="linked-image" />
<img src="http://img259.imageshack.us/img259/2425/whatusee.png" border="0" class="linked-image" />
from a game design point of view the detail should be at eye level not under the ground were player's do not look (enless u guys like runing around looking at the floor) + its dark and you cant see the detail being used. there for lowing the level of detail is the logical solution to help prevent lag. A simular out come as the image's above could be done with far less polly's and even be done by using 8 sided cylinders and a fex box's instead of all the pollys being used.
Just a input and somthing i hope will change in the future.
Comments
I'd say that the final version of the map generation protocols will be able to detect if users can see the other side of these bits or not - and if not, cut them away.
As far as I can tell those objects shouldn't be culled because they are visible through the holes in the grate. Also, our occlusion culling system (like pretty much every other system) is conservative, so it will draw things that may not actually be visible on the screen. This is ok though, since sometimes it's faster to just render something than it is to figure out if it should be visible.