CausticRKS Posted August 14, 2011 Share Posted August 14, 2011 I'm working on a mod that will feature TONS of new assets. Including hallway/wall pieces for use inside cells. One of my top priorities is making sure the mod is actually playable. Not something that a somewhat dated gaming powerhouse is going to struggle with. In other words, I want it running as smoothly as vanilla new vegas does. Does anyone have a general idea of what I should stick to? For clutter, wall pieces, etc? Link to comment Share on other sites More sharing options...
Korodic Posted August 15, 2011 Share Posted August 15, 2011 I would ask speedy, he made a resource pack. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted August 15, 2011 Share Posted August 15, 2011 Well I don't know the actual limit for performance I generally just look at the kind of detail they put into their models and do about the same.I just try to use as little polys as possible while still getting the look I want. Link to comment Share on other sites More sharing options...
cambragol Posted August 15, 2011 Share Posted August 15, 2011 I follow the same same ethos as Speedy. There is some great variety between the numberof polygons in some of the sets. Rivet city, for instance, has some rather large polygon counts. Link to comment Share on other sites More sharing options...
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