A Concern About The Starcraft Pack

coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
edited April 2003 in NS Customization
This is not meant to be a personal attack on anyone; the Starcraft pack is a communal effort, and this is therefore a statement to the community. I hope people can take this as the constructive criticism it is meant to be.


I raised a concern when the Drone model was released at 2648 polygons and two 512x512 skins. Compared to the original Gorge at 972 polys, that's a 272% (2.7 times) increase. Rebuttals to my concern included:
1) You never see many gorges in one game, let alone in one place.
2) Most people have stronger computers than the NS minimum recommended.

Issue #1: NS 1.1 makes multiple gorges not only viable, but desirable. You'll be seeing more of them, and not just around the hives.
Issue #2: Gorges may be frequently seen by themselves, but they're often accompanied by a whole mess of chambers, in fairly complex, infestation-ridden hive rooms.
Issue #3: My story gets better:

The Hydralisk Fade replacement weighs in at "over 2100 polys" (quote Pvt. Hudson). Assuming that's only 2100 polys, that is still a 236% (2.36 times) increase over the original Fade's 890 polygons.

The Lair Hive replacement model is currently at 1762, and will likely gain a few more before it's finished. Compared to the original hive's 1395, that is a 126% increase.

The Ultralisk Onos replacement is 1983 polys, a 176% increase over the original Onos' 1126.

The Zergling Skulk replacement is 1500 polys, a 152% increase over the original Skulk's 986.

The Marine light-armor marine replacement is 2002 polygons, which is 176% more than the default's 1135.
____________

The Mutalisk is a blissfully low 1087, which is only 115% larger than the original Lerk (944 polys). But do we see a trend here? On average, these models are 79% more complex than the ones they replace, and two of them are over twice as complex. Using this average, we can project the 1211-poly Heavy Marine to inflate to 2168 polys.

If you placed one each of the original NS player models (and a hive) in one room, it would total to 8659 polys. If you placed one each of the Starcraft models in a room (including the hypothetical Heavy Marine), you'd have 15,250+ polys ("+" because I don't have an exact count for the Hydra, Zergling, or final Lair). An 8v8 game, with 6 marines rushing a hive room while 5 skulks and a gorge defend the hive? Original NS models would total just over 14,100... the Starcraft models, nearly 24,000.

Combine these numbers with the very real possibility that the building models will inflate similarly (alien chambers, I believe, are all 500 or fewer polys; a 79% increase would bring them to 895 each), and I see a real problem. There are many players out there who don't have a high-end graphics crad... but <b>whether or not a player has the graphics card muscle to display these models, *Half-Life* doesn't like dealing with numbers that high.</b>

-edit- added info from Greedo and Nem0:
Greedo:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem is that the Half-Life engine can't handle that many polys. It chokes and dies when poly counts get too high. It's the reason you don't see ridiculously over-detailed maps or models. For w_polys (map architecture), the HL engine starts to die at around 1200 polys or so.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Nem:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Using an old mappers rule of thumb, entitiy polys weigh in at about one tenth of the w_polys. This means that Coils example of the hive assaults is already at the limits when using standard models, and above that no computer, no matter how high-tech, will save you. None.
We're not talking '19 FPS, steady' here, we're talking 'serious partial lag'. If HL chokes, it chokes, and doesn't simply get slower.  I'm really looking forward to this pack, and would love to use it, but if a normal skirmish between four marines and four aliens brings the engine down, I simply won't be able to.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

So, I've got one request, and one half-request. The half-request is that any modelers who feel like it, please look into lowering the polycounts of the models you are working on or have already finished. Obviously, removing polys from a model is a big deal, and I understand if you don't want to. That's why it's a half-request.

The request is that whoever takes on the remaining models - the buildings, chambers, and heavy marine - PLEASE try to keep poly counts to a minimum. My worry is that this is going to be a beautifully done pack that absolutely no one will be able to run.
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Comments

  • Strife_BlightdaggerStrife_Blightdagger Join Date: 2003-03-23 Member: 14830Members
    edited April 2003
    This reminds me of the TeamFortress 2 feature where models will have reduced polys the farther away from the player they are and will automaticaly "mesh" when the player gets closer for higher detail.

    Arms, upper back, hands and feet are usally where the fat can be trimmed

    /me throws his 2 cents in
  • chalupamonkchalupamonk sky h4x0r Join Date: 2002-02-19 Member: 227Members, NS1 Playtester
    When was the last time you had a ton of room in between you and an alien, or vice versa? NS as a whole is far more close-combat oriented than TFC, and presumably TF2. My framerate already drops rather low in a major skirmish; with polycounts as high as coil's suggesting, I don't think I'd be using these models for long, regardless of how nice they look.
  • Strife_BlightdaggerStrife_Blightdagger Join Date: 2003-03-23 Member: 14830Members
    edited April 2003
    All I said was that the poly count numbers reminded me of TF2 introducing a way to reduce frame hits for high poly counts on low-end machines.

    The point i was trying to make with the TF2 example was that if HL supported it it could use the tech to make those 6 OC's at the other end of the hall have less pollys while the 2 sulks tenderizing you would be in full detail with a reduced Frame rate hit. Thats all
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Coil i recognise your concern, But if poeple are that worried about ns running poorly with custom models then they really shouldnt use them. When poeple make models i would suspect that they want them to be perfection, not hack jobs. I speak for myself in saying that my computer is extremly fast and would be able to handle anything the modelers provide and i would like for the modlers perfect skin to be made first and then if they so choose or if somone else chooses with the original modlers consent then they them selfs my reduce the polys. in todays standerds even a 300 dollar comp beats the ns minimum requirements, Heck my graphics card could run halflife engine alone. thats my 2 cents. This is just my opinion
  • ChupacabraChupacabra Join Date: 2003-03-18 Member: 14667Members
    Too...many...numbers...head...exploding...

    Buit seriously, I'm guessing this will drop performance level significantly? This is bad news for me and my POS Gateway '98. Running default NS already gives me some slowdowns, but I REALLY want this SC pack. Which will, in turn, make my computer run like ****.

    Maybe someone could make a low poly pack...please...?
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    i never intended to let the lair get much more poly intense than it is right now.. infact before anything happens i intend to cut that number down some so its more reasonable.. i am one of those people who would like lower poly simply because my comp is maybe 3-4 years old now and isn't as hot as most peoples. In any case coil i'd like to second this motion and you have my word that i will cut down the count to the best of my abbility. I'm not that great at optimising yet but i will try. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • blue2kblue2k Join Date: 2002-11-02 Member: 4025Members
    excellent point coil, this is why i always suggest optimisation of any models for any mod. and remember just because some computers can handle the load of a few hundred extra polys doesnt mean you <b>should</b> make the models more complex than they need to be. most people dont realise that when a skin is on a model you can only see a models basic outline. the skin provides 99% of a models visual details. professional modellers know this and thats why retail games usually have low poly models (compared to user created versions) its not just because they want low end computers to be able to run the game with relative ease.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Nightcrawler, I think you missed something there. The problem isn't that the user's computer won't be able to handle poly counts that high. Most of your computers could easily handle 10s of thousands of polys. The problem is that the Half-Life engine can't handle that many polys. It chokes and dies when poly counts get too high. It's the reason you don't see ridiculously over-detailed maps or models. For w_polys (map architecture), the HL engine starts to die at around 1200 polys or so. I don't know what the limit is for entity polys, but there is one just the same.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    gah, coil raises intresting points

    my ME can only take so much....
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited April 2003
    My computer is sub-standard and I haven't had any problems with the SC models thus far. I have the marine model, the drone and the hydra so far, as well as my 1k+ gauss rifle for testing. People start to cry when their game runs at 20 FPS. But you know what? I used to play Quake at 19FPS on my old Pentium 90 and thought it ran really good. I haven't seen my computer dip under 45 FPS, and that's more than enough frames for me. I can hardly tell the difference between 30FPS and 120FPS, so what's the point of sacraficing visual appeal for some insignificant value?

    Your worries are well-founded, Coil. The SC models are probably going to hit your FPS. But the question is, are you really going to notice?
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    All very valid concerns. But really, if your comp can't handle them, you just can't use them!
    And 89% of all statistics are made up...
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    hmmm i didnt think about that greedo. But i would assume that the poly limit would be quite high. I dont belive that the reason the original models are not "highpoly" is because of this model limit, but bcause of the fact that the people still playing on the half life engine have slow comps. Unless coil could shed some light on This?
  • 3ncrypted_zer03ncrypted_zer0 Join Date: 2002-12-24 Member: 11458Members
    Gif meh hi-poly mdls & i'll gif u moneh$$$ <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SilentMurdererSilentMurderer Join Date: 2002-10-30 Member: 1751Members
    I personally think that it would be best if the moddellers do what they want to... Probably first the High Poly models and then Delete some polys, but again... Just let them do what they want.

    And Jamil... You don't notice any difference, but the other players do... It's rather irritating to see someone hack through the level <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> (J/K)
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    No one is forcing anyone to use the SC models.

    It's up to the person that's DLing them to decide whether their comp can handle it.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    If i have low fps I dont make the server slower, right?
    Do highpoly models cause lag?

    I prefer lowpoly models, making my customizations smaller than the original if possible.

    spam:
    improved and lowpolyed kyleygirls latest cutegorge:
    972 Polys original NS gorge
    876 Polys kileygirls latest cutegorge.
    620 (+-20) my optimized version.

    Im still working on it, the polycount will rise about +20 again to improve animation abilities (wagable tail, twistable body, gesturing legs, smiling face). it wont release before kileygirl comments it.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Using an old mappers rule of thumb, entitiy polys weigh in at about one tenth of the w_polys. This means that Coils example of the hive assaults is already at the limits when using standard models, and above that <i>no</i> computer, <i>no</i> matter how high-tech, will save you. None.
    We're not talking '19 FPS, steady' here, we're talking 'serious partial lag'. If HL chokes, it <i>chokes</i>, and doesn't simply get slower. I'm really looking forward to this pack, and would love to use it, but if a normal skirmish between four marines and four aliens brings the engine down, I simply won't be able to.
  • XaniethXanieth Join Date: 2002-11-06 Member: 7280Members
    Half-Life is coded to give you a max of 100FPS, buddy.
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    it's impossible to go over 100 in halflife. sorry.
  • PykmiPykmi Join Date: 2003-04-14 Member: 15473Members
    Cmon guys, u never heard of the HL Ping Booster ?

    I've seen servers with more than 350 fps... It's pretty kewl...

    I'm not sure whether it works with NS, but very many CS-servers have it.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well tell that to all my friends that have gforce4s and ati radion 9700 pros and only pull 60 fps and the rest of their comps are like 1 gig of ddr ram and 2 gig mghz of pros speed, and then when they type the command they pull over 100 fps <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    They're running XP and don't have the refresh rate fix, all openGL games are locked to 60 fps in XP
  • GnatsumGnatsum Join Date: 2002-12-11 Member: 10566Members
    Just lower your polys on your models and make us all happy
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Has anybody besides GPAcrytan running most of these SC models noticed any time-outs in game?
  • ArchanorArchanor Join Date: 2003-04-13 Member: 15468Members
    About the models:

    Which of these models with skin has been made?

    Skulk = Zergling *Under Construction*
    Gorge = Drone *Finished*
    Lerk = Mutalisk *Not started/Under Construction*
    Fade = Hydralisk *Finished*
    Onos = Ultralisk *Under Construction*

    Is this right?
    Did i miss something?
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Guys. This isn't a request thread and don't turn it into one. Have some consideration for the author and take it somewhere else.
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    edited April 2003
    <!--QuoteBegin--pielemuis+Apr 18 2003, 08:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (pielemuis @ Apr 18 2003, 08:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They're running XP and don't have the refresh rate fix, all openGL games are locked to 60 fps in XP <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Where can I get the refresh rate fix? I have a great computer (2.0 ghz, 512mb ram, only GeForce 2 though) But even when I just got this computer, fresh, I could never get over 60 fps. I ofcourse have Windows XP
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Tiny point, but a disturbing (to me) trend I'm seeing in a few of the SC threads is people saying "if your computer can't handle the models, don't use them". This is some pretty shoddy community spirit if at the end of the day the modellers (and other people) only care about themselves, thinking no doubt "if <i>I</i> can use it, it's fine - these other people suck".

    If it was me making these high-poly models I'd want as many people as possible to use my work, not be all elitist about it like a few threads have become.

    /tiny rant
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited April 2003
    I didn't include info on the weapons or on the zerg egg because to my knowledge, polycounts have't been posted for them.

    Thanks to Greedo386 NemesisZero for some hard numbers that I didn't know. In case you missed them...
    Greedo:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem is that the Half-Life engine can't handle that many polys. It chokes and dies when poly counts get too high. It's the reason you don't see ridiculously over-detailed maps or models. For w_polys (map architecture), the HL engine starts to die at around 1200 polys or so.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nem:
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Using an old mappers rule of thumb, entitiy polys weigh in at about one tenth of the w_polys. This means that Coils example of the hive assaults is already at the limits when using standard models, and above that no computer, no matter how high-tech, will save you. None.
    We're not talking '19 FPS, steady' here, we're talking 'serious partial lag'. If HL chokes, it chokes, and doesn't simply get slower.  I'm really looking forward to this pack, and would love to use it, but if a normal skirmish between four marines and four aliens brings the engine down, I simply won't be able to.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And please note that my example was a fairly small one - 6 marines, 5 zerglings, a drone, and a hive. What happens in a late-game assault, when you've got HA against Fades and chambers all over the place? Or in a 30-person server, when a 10-Fade assault heads into the marine spawn to rip some **** up?

    Poly budgeting is one of the most important skills a modeler can learn. Any reasonably proficient artist can make a beautiful model with a high enough poly cap... the question is, can you make an equally beautiful model when you're on a tight budget?
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    Yes Souris I was thinking the same thing, you guys are all acting very selfish about these models. 'If you can't handle them dont use them'? But they WANT to use them. I think all modelers should make a low poly version first, save it, then subdivide 4 and move around verticies to make it more detailed, and save that version too, then release it like that.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    Any modler wants me to reduce polygons on his starcraft model?
    They look good and I like remodeling and retexturing practice.
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