Heartcloud Posted August 30, 2011 Share Posted August 30, 2011 (edited) Does anyone know if there is a way to detect the polygon count of each part of a costume, identified by each "NiStrip" in Nifskope? I have this high-poly costume, and I want to identify the part that is causing all the lag, because it's impossible to tell just by seeing it. Then I'll simply delete that part, or use meshlab to reduce polygon count. Thanks. Edited August 30, 2011 by Heartcloud Link to comment Share on other sites More sharing options...
RitualBlack Posted August 31, 2011 Share Posted August 31, 2011 (edited) As a quick estimation you can load the model up in blender and look at the face count. A face is normally a quad which is usually made up of 2 triangles so if you multiply your face count by 2 you can guess the approximate poly count. Sorry I can't remember exactly how to find the poly count :sad: Edited August 31, 2011 by tttttt Link to comment Share on other sites More sharing options...
throttlekitty Posted August 31, 2011 Share Posted August 31, 2011 You can click on the shapes to eyeball it, for one. To be more precise, in NifSkope, expand the Strip/Shape, and click on the StripData/ShapeData, the vertex and triangle counts are listed in the Block Details pane. Link to comment Share on other sites More sharing options...
Heartcloud Posted August 31, 2011 Author Share Posted August 31, 2011 Hmm usually which one creates more lag, vertices, strips or triangles? Also what is usually an unreasonably laggy number (all I need is a range)? The thing is, some parts, like boots, are mostly really flat and smooth surfaces (much like a second layer of skin), but they are large so therefore ends up with a huge number of vertices, triangles, and strips.My laptop's not that great, but usually it does not have much lag wearing 70-80% of the mod outfits on nexus. Stuff that creates significant lag includes Sinblood's Lethal Majesty, DFSL's leathery, and Cold Blood's Rogue Armor. Link to comment Share on other sites More sharing options...
throttlekitty Posted September 1, 2011 Share Posted September 1, 2011 Strips are more or less optimized triangle data, in most cases they will perform better than a standard triangle mesh. Triangle count is an easy way to gauge a model, but the vertices are the important part. It's possible to have extra bloat in the form of extra vertices, but that's a really big topic and is a model/modder case. There's many reasons an outfit could be causing slowdown for you aside from that. Multiple transparent layers is a big one, you could be running into VRAM being clogged with textures as well. (Sinblood tends to use many large textures in his models, for example) Link to comment Share on other sites More sharing options...
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