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Question about level asset optimization!


CausticRKS

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Okay, so... I have a whole modular set for my Scifi-Quest mod, where I can snap stairs, corners, hallway pieces, etc.

 

Let's say that there's a whole room that has a specific layout, and I know ABSOLUTELY that I will not be modifying the way it is designed.

 

Sure, it's modular, but maybe I want the GECK to read it as one giant piece. Is this going to be hard on the engine, and slow down the game for people with slightly lower-end PCs? Or does this not affect anything at all? I have a feeling the only thing that matters is the polycount, not the way you export the mesh. Am I correct?

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If the room is small, it may not matter. If the room/level is large, doing it modularly is much better for the GPU. This is because large rooms/levels use multibounds, planes which indicate where the engine can stop rendering. If you have a modular level and multibounds planes, then the GPU can render only part of it. If you have a single giant piece, even adding multibounds will not stop rendering, so it will be slower.

 

What is your motivation for thinking of giant pieces? There is no benefit I can think of.

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Well the benefit I was hoping for, is that I wouldn't have to put it together within the engine. I fear it will be more work if things do not snap correctly. However, the pieces are fairly low in geometry. So I don't really think it will matter. Would it still be good to at least split it into 3-4 different parts?
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