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Augustine: Despondent

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Quake's polygon count limit and psp's limitations

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thonglover

thonglover
Hero
Hero

https://www.youtube.com/watch?v=_3PcuXJzN00&feature=related Its freaking amazing that quake has a 200 something polygon limit but by looking at model in that video, i can tell that model has more then 200 polys and look at this! https://www.youtube.com/watch?v=JI_Ai7V3nOM&feature=relmfu i thought the psp limitations were "low" it locks up on you when it runs out of memory?.... We need to hire jomart2000 i mean seriously how the crack can you port a hi poly model into quake knowing most like the game won't load or the psp will crash? i mean take a good look at those models. Question but im just putting out there man just like saying

$H@D()W

$H@D()W
Field Marshal
Field Marshal

because those models are reduced in polys a little just enough to get past the poly limit

thonglover

thonglover
Hero
Hero

$H@D()W wrote:because those models are reduced in polys a little just enough to get past the poly limit
Oh....

DukeInstinct

DukeInstinct
Commander Grade 3
Commander Grade 3

I believe Quake 1 is either limited to 1024 tris or 2048 tris per model in which those models appear to be well under that amount.

Also they could have just increased the limit. It's just a simple constant defined in the source code and can easily be changed.

$H@D()W

$H@D()W
Field Marshal
Field Marshal

DukeInstinct wrote:I believe Quake 1 is either limited to 1024 tris or 2048 tris per model in which those models appear to be well under that amount.

Also they could have just increased the limit. It's just a simple constant defined in the source code and can easily be changed.


so say i were a coder, if i changed the model poly limit to lets say, 10,000 polys, it would load, but either take a long time, or crash real easily depending on the engine?

DukeInstinct

DukeInstinct
Commander Grade 3
Commander Grade 3

$H@D()W wrote:
DukeInstinct wrote:I believe Quake 1 is either limited to 1024 tris or 2048 tris per model in which those models appear to be well under that amount.

Also they could have just increased the limit. It's just a simple constant defined in the source code and can easily be changed.


so say i were a coder, if i changed the model poly limit to lets say, 10,000 polys, it would load, but either take a long time, or crash real easily depending on the engine?

Yes it would load without error. It may still cause the engine to crash because it doesn't expect something with that many tris and can't properly handle it. Most likely it would just lag depending on the efficiency of the engine and system limitations if a model of high enough polys was loaded and used in game. Increasing the limit without actually adding higher poly models would have basically no effect.

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