Vertices count issue

Hi peeps, im having a moment of memory loss, and cant remember what the max Vertices limit is that sins will allow, i though it was the high 60k's but i cant remember.

i have a model im trying to import thats 66.5k and im getting mini dumps so i guess its lower than that.

anyone know the exact number?

cheers.

3,520 views 6 replies
Reply #1 Top

I believe the max poly count is around 50k if it is optimized on conversion, which since they are all triangles would add up to around 2/3 of that many vertices, since each triangle will share vertices with the triangles along side it. Some times only 1. So 65k vertices is too many by roughly twice. 

  I think in some cases 50k polys. is also too high where optimization has only a small effect, but you will just have to keep reducing until it works.

Reply #2 Top

Hey thanks for the reply.  got the post opt vertex count down to 64800 and its working now so the hard limit for vertex'x must be 65k

cheers

 

Reply #3 Top

Interesting! how many poly's?

Reply #4 Top

Components 16842 points, 49759 edges, 32869 faces

Polygons 32869 triangles, 0 quads, 0 polys with 5+ pts

 

pre optimization its like 109.000 vertexes and post optimization its just over 64.5k vertexes one thing i dont understand is when i apply a tangent map, the vertex count goes up about 3.4k which stops the model working since i got back over 65k lol ;(

Reply #5 Top

Well I can't say for sure without looking at your model, but you may still have more vertices than you need. Have you many double edges (light blue in colour) in mod tool?  Another thing that may have happened is that a duplicate copy of your model sitting right on top of the actual model. You can check if that is the case by using the "u" key on your key board, select a polygon here and there and delete them. If it doesn't leave a hole in your mesh but just shows blue edges around the polygon that you deleted, you have a duplicate of your mesh, either in places or the whole thing.

When you say 16842 points you mean vertices yes? If so your components look Ok! but how is it going from 64.5K to this number.

If you mean "NumPoints" in your mesh file, then that's way too many.

I don't understand how 32869 triangles can have 64.5 vertices.

I could have a look at your model if you like.

Anyway best of luck with it.

 

Reply #6 Top

Quoting SZ0, reply 1
I believe the max poly count is around 50k if it is optimized on conversion...
End of SZ0's quote

Well, the convertxsi.exe have a limit around 50k tri but it is not the limit of the iron engine...

There is some work around who allow to have more poly...

By example, let say that you have a model with 75000 tri... when you model it, you can put all the detail in a secondary mesh... main hull with big piece will be model_part1.mesh and detail will be model_part2.mesh... on the model_part1.mesh, you create a hardpoint for particle effect located at 0,0,0 , let call it "flair-call_part2.particle"... these particle file can be created with notepad... it simply use the ship shader ( GS_ship ) who render the model_part2.mesh...

Why work with a main and detail section, why not simpply cut the model in 2? Well, a problem with using particle is that it is not show until the model is finished to be build... will look ugly to have a half ship being build in your shipyard... second reason is that part render via particle don't count for collision detection... you will have ship or fighter/bomber who can fligh through the  second half ( this can be corrected by editing manually the bounding value, not needed if only detail are on the secondary mesh ) ...

Some will say that high poly count will slow down the game... have make some test a few month ago... over 100 starbase in a single gravity wheel, starbase with 65k poly... total, 6.5 million on screen, using a low end graphic card ( nv 9600 gs 256mb ) and no slowdown... have add more starbase and problem appear around the 10 million poly... only because of the colission thing... too much big starbase for a too much little gravity wheel...

The only potential problem can appear if you make a mod with a lot of races... these method increase a lot the amount of .mesh files... and the sins hardcoded limit is 800 .mesh for all the game... same thing if you make some rotating pieces... each piece use a .mesh ... more bad, i am working on a animated model now, only 1.5k tri... but a little over 10 .mesh !!!

Quoting SZ0, reply 5
I don't understand how 32869 triangles can have 64.5 vertices
End of SZ0's quote

Have already see something like this with a badly exported model from sketchup... almost the full model is exploded in his individual triangle and don't make anymore a volume... more bad, after using the convertxsi, the amount of triangle is double... since triangle are individual piece, you have 2 side on the triangle...

... and im getting mini dumps so i guess...
End of quote

Don't guess... use the dev .exe and look in the logs... a model can crash for a plenty of reason... bad hardpoint, bad geometry, there is a thing about hangar and squad, and more...

PS : a lot of model error, like double edges, duplicate vertice, non manifold surface, holes, bad normal, flipped faces, exploded model, etc... can be corrected in a few click with meshlab... it is a free software !!!