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IS 40,000 poly okay for iOS

Discussion in 'General Discussion' started by blastintyres, Dec 6, 2014.

  1. blastintyres

    blastintyres

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    Are 15 cars on an iPhone (each 40,000 poly) OKAY?
    If not,how the hell the cars in RR3 so good looking
    While browsing the web I heard each car was around 30,000 poly
    So in one of the race in rr3 it has about more than 20 car on the screen so that will be about more than 600000 poly on screen!!! Plus all the good looking racetracks
    HELL How...


    Edit=The interior ain't so good but the cars are good lookin
     
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  2. cl9-2

    cl9-2

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    Level of Detail (LOD) meshes are used in high-detail mobile racing games, while adaptive tessellation is increasingly being used in desktop racing games.

    For mobile racing games, the nearest LOD's might have 5k - 8k triangles per vehicle excluding interior, while farthest LOD's might have only several hundred triangles per vehicle. In CSR Racing, where there are only two vehicles maximum on-screen, 40k triangles is possibly the poly count neighborhood.

    RR3 is likely using an in-house engine. CSR Racing is made with Unity. The 90's Arcade Racer is also being developed with Unity, but over the last year, the team has been having problems with the AI with high number of vehicles. One of their older videos shows the use of Racing Game Kit, which uses several ray casts per vehicle as well as wheel colliders. Wheel colliders and ray casts are expensive especially on lower powered devices. When vehicles are far away, physics might have to be abandoned in favor of approximations such as splines.
     
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  3. cl9-2

    cl9-2

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    Additionally, the static scenery can use LOD meshes, and a very large racetrack can be streamed or paged.
     
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  4. lmbarns

    lmbarns

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    This article says they're 30k poly each: http://www.destructoid.com/post_gallery_one_photo.phtml?post_key=245485&photo_key=251107

    As mentioned, LOD and culling would get the performance up. The interiors of non player cars appear to be a solid color and basic shapes.

    I'm sure a ton of work has been put into optimization. Probably very highly optimized shaders, those solid colors probably use a color instead of textures to give variety on exteriors.
     
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  5. cl9-2

    cl9-2

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    I think this was the URL:

    http://www.destructoid.com/three-titles-and-30-000-polygons-later-with-real-racing-3-245485.phtml
     
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  6. blastintyres

    blastintyres

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  7. blastintyres

    blastintyres

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    So your saying I have to buy unity pro to make a high end racing game
     
  8. blastintyres

    blastintyres

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    So will a 30k car work fine with LOD meshes???
     
  9. HemiMG

    HemiMG

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    You don't need Unity Pro for LOD, you can code them in manually or buy an asset to handle that for you. Keep in mind that the player's car will probably be the only one you'd want at the highest LOD. I don't know what that polycount would be, because it depends entirely on what else is in your scene. It literally isn't a question we can answer for you. But for a high end racing game, yes, you'll need Unity Pro. Smooth shadows, better lighting, post effects, render textures for mirrors, all of these will be needed for a high end racing game.

    You also need to understand that polygon count matters relatively little in the grand scheme of things. A million polygon sphere with only the most basic lighting will look like a circle. Conversely, a properly lit, well textured sphere with PBR materials and box projected reflections can look absolutely gorgeous with less than 100 polygons. For a high end game, you need high end art. And that is way more than just polygon count.

    I'm working on a car game for desktop part time, and until I get Unity Pro it isn't going to look high end by today's standards no matter how good I get the artwork. But I don't need to worry about that until the game is further along than it is. Which will be a while.
     
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  10. cl9-2

    cl9-2

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    In addition to the visual effects mentioned, you'll also want Pro for the memory and performance profiler.

    So far the only Unity racing physics package that looks convincing enough for high end racing at indie developer pricing is MoDyEn. Whether it will work on mobile, and how many cars it will support is TBD.

    CarX is probably the most comprehensive Unity racing package by far, but also appears to be off the market for developers.
     
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  11. cl9-2

    cl9-2

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    CarX for Unity in action

     
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  12. blastintyres

    blastintyres

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    So I spend 10K for carX.
    Its better to hire a team of programmers and ask them to make car bike physics.
    They will provide more than 100's of scripts and maybe for a lower cost.
    What ever I do I won't buy the crappy CarX Bla Engine for aaa games.
    It might look nice to people But I hate it.
     
  13. blastintyres

    blastintyres

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    OMG!
    Its accelerating so damn fast Like its equipped with a V12 1000 horsepower script with bremo brakes scripts
    Awesome
    But I hate it!
     
  14. blastintyres

    blastintyres

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    And pirelli P zero tyre scripts
     
  15. carking1996

    carking1996

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    You keep asking about things, yet you don't try them, but still ask more questions. Just go do it man.
     
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  16. blastintyres

    blastintyres

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    Okay,okay
     
  17. Ryiah

    Ryiah

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    It is almost never better to hire your own team to duplicate a complex system. Paying $10,000 is a small amount when you consider the capability the system would bring with it. A single decent programmer will cost more.
     
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  18. blastintyres

    blastintyres

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    You mean half side of the car?
     
  19. blastintyres

    blastintyres

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    When did I say I was gonna Duplicate a complex system?(?)
     
  20. Ryiah

    Ryiah

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    I was referring to your statement regarding CarX about hiring programmers to make your own.
     
  21. cl9-2

    cl9-2

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    For RR3, the entire vehicle excluding the interior at the nearest LOD. For CSR Racing, the entire vehicle, possibly even higher triangle count as there's no interior, and only two vehicles on screen at most, moving along 1 axis.
     
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  22. Tomnnn

    Tomnnn

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    If I can hijack this topic for just a second....

    Why is LOD a pro feature? Changing the mesh on a model based on distance from the camera... sounds super easy to do yourself. I imagine there are things done to make it more efficient when you set it up in the editor, but the implementation in code sounds ridiculously easy.

    Why is LOD a pro feature? What does it do that you can't?
     
  23. blastintyres

    blastintyres

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    Just mentioning man !!(??)
     
  24. lmbarns

    lmbarns

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    The engine has low level optimizations. It's very simple to swap out the mesh in a mesh filter/renderer, but how often are you checking the distance for that object? What if you have 5,000 objects you need to check distance from player (trees, buildings, details, etc), that would kill performance if you're checking distances in script constantly. A shader would be faster, pro LOD even faster.
     
  25. Tomnnn

    Tomnnn

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    I bet it would. It would probably be smart to first break the level into chunks, let each chunk know about the items contained in it, and change LOD as the player enters and leaves chunks. Or have round robin style checks. Check a portion of the items, break, resume in the next loop.

    I'll trust Unity to do these things. Eventually.
     
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  26. BrandyStarbrite

    BrandyStarbrite

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    Wow!
    Cool! :D
     
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  27. Deleted User

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    Ideal for creating rally racing games, based on actual WRC regulations
     
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