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Polygon count (Read 1508 times)
Jun 9
th
, 2010 at 4:25am
JakesF14
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Hi there,
What is the average polygon count for good quality models in FS9? and what is the max FS9 can handle?
Cheers,
Jakes
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Jun 9
th
, 2010 at 5:33am
Travis
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Cannot find REALITY.SYS.
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JakesF14 wrote
on Jun 9
th
, 2010 at 4:25am:
Hi there,
What is the average polygon count for good quality models in FS9? and what is the max FS9 can handle?
Cheers,
Jakes
As I know it:
Theoretically, there isn't a limit to what FS9 can handle. The usual is around 25k to 30k for decent aircraft, and 50k to 60k for detail. However, there are aircraft that use upwards of 70k or 80k.
I tend to keep my models below 40k, since that seems to be a sort of upper limit for older systems with FS.
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Jun 9
th
, 2010 at 6:32am
JakesF14
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Thank you, Coz the Cheetah D I am busy with is now about 25K without Landing gear and inside and VC
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Reply #3 -
Jun 9
th
, 2010 at 10:37am
BrandonF
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JakesF14 wrote
on Jun 9
th
, 2010 at 6:32am:
Thank you, Coz the Cheetah D I am busy with is now about 25K without Landing gear and inside and VC
Sounds like you're right on track.
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Reply #4 -
Jun 9
th
, 2010 at 11:20am
garryrussell
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Polygon count (or is it vertice) is limited to 64K then the model will not compile.
This is per model so a VC will have it's own poly count seperate to the exterior.
I had to remake the Superfreighter twice to get it under the compile limit and I still have to be careful now and there are things I would have liked to have in it but can't.
Garry
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Jun 9
th
, 2010 at 12:45pm
Travis
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Cannot find REALITY.SYS.
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garryrussell wrote
on Jun 9
th
, 2010 at 11:20am:
Polygon count (or is it vertice) is limited to 64K then the model will not compile.
This is per model so a VC will have it's own poly count seperate to the exterior.
I had to remake the Superfreighter twice to get it under the compile limit and I still have to be careful now and there are things I would have liked to have in it but can't.
Garry
64k! THAT'S what it is! *snaps fingers and pops self in the head*
But for FS9, the whole model must be under that limit, since it's one combined mesh. Only FSX can utilize the two model system.
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Jun 9
th
, 2010 at 1:46pm
garryrussell
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The VC is a seperate model for FS9 until it's compiled and the two become one during compiling.
Before that both can be just under 64K
My Superfreighter is just under the limit and won't compile if even slightly larger.
Th partial VC which is the wing views etc, is a load more polys but it compiles OK because it is a seperate model at that stage.
Garry
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Jun 9
th
, 2010 at 7:19pm
Travis
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garryrussell wrote
on Jun 9
th
, 2010 at 1:46pm:
The VC is a seperate model for FS9 until it's compiled and the two become one during compiling.
Before that both can be just under 64K
My Superfreighter is just under the limit and won't compile if even slightly larger.
Th partial VC which is the wing views etc, is a load more polys but it compiles OK because it is a seperate model at that stage.
Garry
At what point do you merge them? Before or after running MakeMDL out of Gmax?
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Jun 10
th
, 2010 at 4:00am
garryrussell
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I use FSDS via .X files
On MakeMDL the two models .x files are called in and then compiled which turns them into one.
I don't know how Gmax compiler works.
But the 64K limit applies to each model...not both (as a total)
In FSDS the exterior and the VC are seperate models each as it's own .fsc (Project).
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Jun 10
th
, 2010 at 1:16pm
Travis
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Oh, I'm pretty sure you can do the same thing with Gmax, but I tend to leave them as a single file for the export process.
Understand: I don't work with them as one model, I merge them just before export.
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Jun 10
th
, 2010 at 6:10pm
garryrussell
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In fsds you can call in another model on the current FSC and use the FSDS exporter but I use the .x file method.
I made a harbour crane in FSDS that busted the poly count too with only 27,000 vertices
.......and of course more than 67K on the poly count.
Got a bit carried away with detail
Goijg back to the original question
If it was a small light aircraft it could be very detailed with a lowish count but a big complex airliner, transport or bomber if highly detail is going to be a much higher count.
So there is no real answer as each job is so different in what is modelled and how it's done.
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Reply #11 -
Jun 11
th
, 2010 at 1:42am
JakesF14
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Thank you very much gentlemen!
It answered my questions in many ways! :-D SimV Rocks!
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Reply #12 -
Jun 13
th
, 2010 at 11:39am
Wing Nut
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Actually, from what I understand, once you get past 65,000 poly's, the XtoMdl does kind of magic and another layer or something is created. I'm not sure how it works. This way you can theoretically use as many as you need. This is at 68k and I know I have gone higher on it. I think at one point it was upwards of 124k, before I corrected some things. Performance is another thing...
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Jun 13
th
, 2010 at 11:51am
garryrussell
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Is that FS.X??
TBH I can't see how there are than many polygons in that model...that is polygons before compiling
Afterwards there will be many more
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Jun 13
th
, 2010 at 12:25pm
Wing Nut
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It is FSX. It's been a lot more poly's in the past, plus you're not seeing the tops and bottoms of the wings. There's a lot of ribbing modeled there. Add to that the engine and cockpit and it adds up...
Wasn't it that the limit was 65k in FS9 and they removed it for FSX?
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Jun 13
th
, 2010 at 1:13pm
garryrussell
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OK.I thought as much
There is no limit in FS.X as mentioned earlier
The question here is about FS.9 where unfortunatley there is
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Jun 13
th
, 2010 at 1:52pm
Wing Nut
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Oops... Somehow I missed that part..
My bad
HP p7-1300w
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