Quote:
Originally Posted by aphexx
Hi, for our project its like this:
currently we are working on an open world 3rd person roleplaying game. nearly all chars have 6k-8k tris. The monster polycount differ from the monsters size.
So the more polys are permanent to see and are in memory, the less, each entity can have or you reduce the number of entitys, and give them few ones a higher polycount.
always have an eye on your memory consumption.
in console buisness, memory is more crucial than rendered polycount.
means, when you have very much textures in one scene, you should have a look on your vertexcount in order to not blast your memory limit.
if you are coming over you memory limit, consoles are not that friendly as computers are. the good ol pc will then swap the memoryload..a console would certainly crash or do other things you do not want to happen.
normal maps are not that compressed like diffuse maps.
so i heard a 512*512 normalmap takes as much memory as ~2400polys (i didnt prove this information)
so it could happen, that you sometimes want to model things more detailed, than using a normal map.
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Your vertcount is nowhere near as important as your texture size when managing memory. The PS3's split memory architecture means your verts are going on CPU memory and the textures are going on GPU memory (whereas on the 360 they're all just eating from the same pool), so balancing memory may require reducing vertcount if you're on the PS3, but by and large you're going to have issues with your texture size.
A lot of people still hold on to this notion that vert count is incredibly critical, and they'll wind up texturing a 1k triangle model with a 2kx2k mapset, which is totally wrong.