Half Life Engine Limits
Dorian_Gray
Join Date: 2004-02-15 Member: 26581Members, Constellation
<div class="IPBDescription">For anyone who doubted them :p</div> Okay, for a test, I decided to see how many polies the HL engine could display onscreen. This was just to see how high-poly worldmodels would affect the engine. This was tested on ns_bast, running at 1600x1200@85Hz, on a Radeon 9600XT 128MB.
<a href='http://dorian.carpe-noctem.ca/images/hltest/4.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/4.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/5.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/5.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/6.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/6.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/7.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/7.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/8.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/8.jpg' border='0' alt='user posted image' /></a>
Since these are resized screenies (links to the full 1600x1200 ones), you can't read the r_speeds. On the one with the phase gates AND TF's, the epoly count is 129,662. The next highest is all the TFs, with a count somewhere between 127,000 and 128,000. My FPS (normally 100 @ 1600x1200) dropped to the painfully low 17 fps (on the highest epoly one). The game just refused to crash, and I ran out of space. If anyone can think of a bigger single room (all visible by the comm), feel free to suggest it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Oh, and the second I tried to phase anywhere the server crashed. Badly.
Just goes to show that the HL engine can handle a lot more polies than it's given credit for.
Edit: misspelled a link
<a href='http://dorian.carpe-noctem.ca/images/hltest/4.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/4.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/5.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/5.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/6.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/6.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/7.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/7.jpg' border='0' alt='user posted image' /></a>
<a href='http://dorian.carpe-noctem.ca/images/hltest/8.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/8.jpg' border='0' alt='user posted image' /></a>
Since these are resized screenies (links to the full 1600x1200 ones), you can't read the r_speeds. On the one with the phase gates AND TF's, the epoly count is 129,662. The next highest is all the TFs, with a count somewhere between 127,000 and 128,000. My FPS (normally 100 @ 1600x1200) dropped to the painfully low 17 fps (on the highest epoly one). The game just refused to crash, and I ran out of space. If anyone can think of a bigger single room (all visible by the comm), feel free to suggest it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Oh, and the second I tried to phase anywhere the server crashed. Badly.
Just goes to show that the HL engine can handle a lot more polies than it's given credit for.
Edit: misspelled a link
Comments
then with those numbers we can figure out good poly counts
another recomendation instead of TFs get some one to compile the TF model as medpack and drop a ton of them that way you can get a bunch of polygons real quick
mesh smoothed (and ugly as heck) armory...
lets just say not *ALL* nanites were created equal.. mm k?
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i just looked at the model in hlmv and all i gotta say is WTH! how did you manage to do that to the poor armory <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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i just looked at the model in hlmv and all i gotta say is WTH! how did you manage to do that to the poor armory <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
2 words.
"Humping hurts"
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i just looked at the model in hlmv and all i gotta say is WTH! how did you manage to do that to the poor armory <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
tools -> smoothe edges... 100% smoothed...
<a href='http://dorian.carpe-noctem.ca/images/hltest/max_poly.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/max_poly.jpg' border='0' alt='user posted image' /></a>
Next, I tested the crash I had with the phase gates. I spammed viaduct full of them, and had no problems phasing.
<a href='http://dorian.carpe-noctem.ca/images/hltest/phase_max.jpg' target='_blank'><img src='http://dorian.carpe-noctem.ca/images/hltest/small/phase_max.jpg' border='0' alt='user posted image' /></a>
I spammed cylinders (couldn't place very many), no problem phasing. The instability seems to be directly caused by the number of structures, not polygons. I filled every square inch of bast with TFs. I couldn't find room for any more. So I was going to go aliens and spam chambers over top of the tfs, but it crashed when I tried to join aliens (I think I filled all the spawnpoints with TFs). Don't have a screenie, since it crashed and took 20 minutes to fill the map.
So basically, the only side effect of having 170,000 polies onscreen was a reaaaaaallly low FPS. No instability from polygons, only from the structure spam.
EDIT:
Here's a Poly vs. FPS chart (1024x768, commander mode):
POLYGONS-----FPS
30600----------67
51000----------59
78200----------52
156400---------34
163200---------32
166600---------31
170000---------32
i personally have a program that allows me to overclock my radeon 9700 's ddr 600 mhz over its limit...
basicly, we have to find a machine that can easily display poly counts over over 1,000,000 easily ... meaning in the end you are right and the HL engine is pretty tuff.
/rant
wpoly = the map, walls, floor, etc
Be sure to do some texture memory tests as well. I'm not doubting you can squeeze out some high power (NW character model guidelines, for example, are 2500 polys and 2 512x512 maps), but just encouraging you to be as thorough as possible. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
it sure ain't pretty
4 TFs electrifying at once is painful
8 TFs just.... rapes the onos
Uhm.. hi-res map textures you mean? Seriously, you had me laughing at high-poly textures.