Re: [Algorithms] Character customization Vs Number of primitives
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From: Benjamin R. <ben...@gm...> - 2007-06-13 20:30:49
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On 13/06/07, Ivan-Assen Ivanov <iva...@gm...> wrote: > > > The game I'm working on has around 30 customizable characters that will > be > > displayed during a match. > > > > Each character has an armor, made by 5 different fragments (arm, legs, > body, > > head, name).... > > 30 characters times 6 (1 body + 5 armor?) times 4 passes (color, > shadowing, glow, lighting) = 720 draw calls per frame. That's > perfectly reasonable - don't overengineer until you can prove this is > a bottleneck. > > We have a mode in our engine where we draw just the first triangle > from each drawcall to judge whether we're drawcall- or something > else-limited. > > Best regards, > Assen > Agreed, but to the 720 Draw calls, you should add the rest of the scene, the GUI, the FX ... This could still be reasonable, but we are also targeting vs_1_1 machines where you can only render 20 bones per draw call. Since most of our characters will have ~45-50 bones, this would lead to a much bigger number of draw calls. It's true that we are not draw-call limited yet, but optimizing the texture available is often easier than optimizing the number of draw calls. Ben |