Various Recommended 3dgame specs ?

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skn3(Posted 2004) [#1]
Because I have little experience with working in blitz3d, for large projects. Anyone who has, could you give an estimate of the following parameters, that you would think the average downloadie's pc would handle. If they were running together

- Average Polygon count on screen
- Polygoncount per character
- Polygoncount for average map
- Number of surfaces total
- Number of single particles (not blitz sprites but quad sprites)

Would be helpful, thanks :)


jhocking(Posted 2004) [#2]
1. a kajillion bajillion
2. 30
3. google
4. 1
5. you need to be more specific than "quad sprites"

(the only response you should take seriously is the last one)


skn3(Posted 2004) [#3]
*sigh*, don't make me get my whacking stick

I so obviously meant a particle system. A bog standard particle system.


_PJ_(Posted 2004) [#4]
wish id a clue as to what my 2 pc's can handle - still my specs are in my sig


jhocking(Posted 2004) [#5]
"A bog standard particle system."

Well that's clear as mud. Do you mean single-surface? Are you detecting collisions with particles? Are they textured? If so, how big are the textures? For that matter, how large are the particles onscreen? Even a single quad can cause massive slowdown if it is really large on the screen, because of fillrate issues.


Ross C(Posted 2004) [#6]
- Average Polygon count on screen
- Polygoncount per character
- Polygoncount for average map
- Number of surfaces total
- Number of single particles (not blitz sprites but quad sprites)

1. say 20,000 per frame
2. 2000 for main character, 1000-1500 for others.
3. Don't understand
4. No more than 50 onscreen
5. I suppose you mean quads created by vertexs. About 1500 max, onscreen.

Just my estimates. Onscreen polycount can be alot higher, if less surfaces are used. Keep surfaces to a minimum, and try not to overlay alot of alphaed stuff onscreen because of fill rate.

These are just my estimates, so don't come along and say i'm wrong :D Or i'll beat you with a stick :P

Best to experiment a bit though :)


slenkar(Posted 2004) [#7]
does setting the alpha to 0 of non-onscreen entities help?