Train-Sim.Com
MSTS Route Design

Frame Rate vs. Polygon Count

Notice to all visitors and members of the Train-Sim.Com message forums:
If you plan on using a signature banner in your posts, we would like to remind you that there is a maximum size for banners. That maximum is 450 pixels wide by 120 pixels high, and not to exceed 25k. Your compliance is appreciated. FORUM RULES Problems? There are two common reasons for problems with logging in and posting messages. The first is that you are running a firewall that prevents your messages from being sent to the server. The other is that you have cookies disabled; the DCForum software requires cookies to work properly.

Previous Topic | Next Topic

Printer-friendly copy Email this topic to a friend

Reading Topic #6054

Charter Member · 928 posts

I think I asked this once before but I didn't get a response. When considering polygon count as it affects performance what measurement is most significant? In other words, is it number of polygons per object, total number of polygons in a tile, or number of polygons visible on the screen at any given time. The polygon count in The Dalles Dam is growing, especially as I add detail.You might ask how much of that detail is visible? Since there are two tracks that go on to the dam, the detail is very visible. I am trying to do much of the detail work with textures and transparency. For instance, I am currently working on one of the four gantry cranes. For the support structure (the "legs") I have created a box with the outside dimensions of the structure and use transparent textures to create the legs. I am trying to use this technique as much as possible, but since the dam is an extremely large structure, the polygon count is high. When I put in barges, towboats, and other river objects, the poly count for the region will go even higher.Frame Rate vs. Polygon Count – image 1
Cal Rasmussen
Beaverton, ORColumbia Gorge Route (The Dalles Dam 90% done)

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 237 posts

RE: Frame Rate vs. Polygon Count

My guess is the total number of polygons visible will affect frame rate. That's apparent when there are a large number of objects with high poly counts such as a yard full of rail cars. Then, the frame rate will take a hit depending on the system in use.SRV Ron

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 787 posts

RE: Frame Rate vs. Polygon Count

set your objects to a priority number that is high like 7 or 8, so that for the most part, only high-end video cards will probably display it, if you set it low then low-end vid cards try to run there could be some major FPS drops...otherwise, id say cut-out some of the stuff or use "selective compression" to get rid of poly's and textures.

CURRENT CNJ ROUTES:
Newark & New Jersey
CNJ Southern Sub-Division
Lehigh Valley
Any others? Tell me about them!

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 2993 posts

RE: Frame Rate vs. Polygon Count

I'm still trying to figure it out, I suspect it's the number of polygons since reducing texture sizes on my weeds don't seem to make any difference. Changing from the 8 bit -alpha to the 1 bit -trans did have an effect, so maybe it's a combination of both. Why KUJU couldn't document this stuff better I'll never know, but apparently we're stuck with trial and error to figure it out.
Just to clear up one point of confusion, I'm nearly 100% positive that it makes absolutely no difference whether the object is visible or not, hidden objects get processed right along with the visible ones.http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=1259&forum=DCForumID6&archive=yes
(1st response)http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=1213&forum=DCForumID6&archive=yes
(3rd response)http://www.train-sim.com/dcforum/DCForumID6/6029.html#14

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 263 posts

RE: Frame Rate vs. Polygon Count

Sniper,Just think of all the fun you would have missed out on if it had all been properly documented....David Beach.

Alert | IP

Printer-friendly page | Edit | Reply | Reply With Quote | Top

Charter Member · 345 posts

RE: Frame Rate vs. Polygon Count

If you use distance levels the poly count won't be that much of an issue. I use em for everything I do. One bad thing about them is you have to use one texture file for the entire object, if you try to access more than one texture file the sim barfs.

Alert | IP


[ Home | MSTS Forum | MSTS FAQ | File Library ] Copyright © 2002 by Nels Anderson. All Rights Reserved.

Restored from the Train-Sim.Com archive, captured August 21, 2002. About this archive.