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Polygon limit on PD maps?

 
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Fillerthefreak
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 PostPosted: Wed Dec 07, 2016 1:23 pm    Post subject: Polygon limit on PD maps? Reply with quote Back to top

I was wondering what the poly limit on PD was. Since I wanted to import a HL 1 map into PD. I have already optimized and fixed the textures to be bounded on N64 limits. Some tris were also removed.



The map is 6200 polys, and 3261 verts. If it isn't obvious, I cut and optimized a-lot of it. Most of the rooms are pretty small and crowded, which could help with the FPS?
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Trevor
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 PostPosted: Sat Dec 10, 2016 8:19 am    Post subject: Reply with quote Back to top

Quote:
F3D Optimum Throughput (1 Cycle Z-Less)

416 @ 60FPS 4p
555 @ 60FPS 3p
833 @ 60FPS 2p (4p @ 30FPS)
1,666 @ 60FPS (4P @ 15FPS)
3,333 @ 30FPS
6,666 @ 15FPS
14,285 @ 7FPS
25,000 @ 4FPS
50,000 @ 2FPS
100,000 @ 1FPS


GE throughput test results (with z-buffer)

1 Cycle
2048 = 20FPS - 3 (2.2) Frames (930 tris/frame)
5056 = 12 fps - 5 (4.2) Frames (1,203 Tris/frame)
11,200 = 6FPS - 9 (8.5) Frames (1,317 Tris/frame)

1 Cycle EnvMap
2048 = 20FPS - 3 (2.2) Frames (930 tris/frame)
5056 = 12 fps - 5 (4.3) Frames (1,175 Tris/Frame)
11,200 = 6FPS - 10 (9.1) Frames (1,230 Tris/frame)

2 Cycle
2048 = 20FPS - 3 (2.5) Frames (819 Tris/Frame)
5056 = 12 fps - 5 (4.5) Frames (1,123 Tris/Frame)
11,200 = 6FPS - 10 (9.2) Frames (1,217 Tris/Frame)

1,200*60 = 72,000 Triangles per second


These are "On-Screen" triangles not total triangles.

You can effectivly say that these should be a limit per room WITH guards (600each) and objects (100each)

Trev[/quote]
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Fillerthefreak
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 PostPosted: Sat Dec 10, 2016 12:58 pm    Post subject: Reply with quote Back to top

@Trevor

Thanks! Looking at the map with Crafty (Goldsrc map veiwer) Suggests that the average polygons shown on this map (Before optimization) is about 300-ish.

I might try to port the map if I know what I'm doing.
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Wreck
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 PostPosted: Sat Dec 10, 2016 2:51 pm    Post subject: Reply with quote Back to top

Kind of a related question...

Is there a difference on performance between setting railings to draw from both sides (B6 command), or by simply drawing each side individually? Does it mean you're drawing twice as many polygons, or is it pretty much the same thing? Just curious if anyone has tested that or has knowledge on the subject.
 
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Trevor
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 PostPosted: Sat Dec 10, 2016 4:02 pm    Post subject: Reply with quote Back to top

In draw time there is little to no difference. The performace concideration would be What you gain in visual Style (light one side, dark another) you loose in RAM Availability.
If every railing was "double sided" you use 2x as much ram in verticies and draw commands as against 2 commands switching cull.
My suggestion would be:
If railing shares RGB AND z-sort ok then
use cull-none
else
use seperate faces

trev
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Wreck
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 PostPosted: Sat Dec 10, 2016 4:52 pm    Post subject: Reply with quote Back to top

Now, what if you are using the same exact vertices? Drawing forward (012, 023) and backwards (210, 320) in the same file. No doubled vertices, just a few extra B1 draws inside the file.
 
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 PostPosted: Sun Dec 11, 2016 5:07 am    Post subject: Reply with quote Back to top

Assuming we have a quad then:

v1 0,1,0 ffffff
v2 1,1,0 ffffff
v3 1,0,0 ffffff
v4 0,0,0 ffffff

// single side 2c 4v
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(2, 3, 1, 0),

// Cull None 4c 4v
gSPClearGeometryMode(G_CULL_BACK, G_CULL_FRONT)
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(2, 3, 1, 0),
gsSPSetGeometryMode(G_CULL_BACK)

//DoubleSide 4c 4v
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(2, 1, 0, 0), //Reverse order
gsSP1Triangle(1, 3, 2, 0),


//Rare 4Tri----------
// single side 1c 4v
gsSP4Triangle(0, 1, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0),


// Cull None 3c 4v
gSPClearGeometryMode(G_CULL_BACK, G_CULL_FRONT)
gsSP4Triangle(0, 1, 2, 2, 3, 1, 0, 0, 0, 0, 0, 0),
gsSPSetGeometryMode(G_CULL_BACK)

//DoubleSide 1c 4v
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),






However consider a legnth of 4 quads
//ignore verticies, its just an example
// single side 8c 10v
gsSP1Triangle(0, 1, 2, 0), //1
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //2
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //3
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //4
gsSP1Triangle(2, 3, 1, 0),

// Cull None 10c 10v
gSPClearGeometryMode(G_CULL_BACK, G_CULL_FRONT)
gsSP1Triangle(0, 1, 2, 0), //1
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //2
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //3
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //4
gsSP1Triangle(2, 3, 1, 0),
gsSPSetGeometryMode(G_CULL_BACK)

//DoubleSide 16c 10v
gsSP1Triangle(0, 1, 2, 0), //1
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //2
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //3
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //4
gsSP1Triangle(2, 3, 1, 0),
//Reverse order If we have problems with z-sort, these can go "at end" to fix order
gsSP1Triangle(0, 1, 2, 0), //1
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //2
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //3
gsSP1Triangle(2, 3, 1, 0),
gsSP1Triangle(0, 1, 2, 0), //4
gsSP1Triangle(2, 3, 1, 0),

//Rare4Tri --------------
//ignore verticies, its just an example
// single side 2c 10v
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),

// Cull None 4c 10v
gSPClearGeometryMode(G_CULL_BACK, G_CULL_FRONT)
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),
gsSPSetGeometryMode(G_CULL_BACK)

//DoubleSide 4c 10v
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),
//Reverse order If we have problems with z-sort, these can go "at end" to fix order
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),
gsSP4Triangle(0, 1, 2, 2, 3, 1, 2, 1, 1, 1, 3, 2),



hence if they share rgb they should be cull-none unless z-sort problems occur. however with Rares 4Tri command the difference is less stark

Trev
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Kerr Avon
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 PostPosted: Sun Dec 11, 2016 8:35 am    Post subject: Reply with quote Back to top

Wow! Fillerthefreak, that could be amazing! More multiplayer levels in PD are always welcome, and Half-Life is a Half-Life one would be really welcome!
 
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Garabuyo
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 PostPosted: Wed Apr 26, 2017 8:32 am    Post subject: Re: Polygon limit on PD maps? Reply with quote Back to top

Fillerthefreak wrote:
I was wondering what the poly limit on PD was. Since I wanted to import a HL 1 map into PD. I have already optimized and fixed the textures to be bounded on N64 limits. Some tris were also removed.



The map is 6200 polys, and 3261 verts. If it isn't obvious, I cut and optimized a-lot of it. Most of the rooms are pretty small and crowded, which could help with the FPS?


Nice level. is it finished?
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 PostPosted: Thu Apr 27, 2017 8:02 am    Post subject: Reply with quote Back to top

this gif looks cool Smile
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