poly count

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poly count // New Users

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Post by SteveW // Feb 3, 2008, 7:56am

SteveW
Total Posts: 9
Does anyone know what the max poly count that TS will render?

Steve

Post by Jack Edwards // Feb 3, 2008, 8:36am

Jack Edwards
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It's memory dependent. TS is limited to 2GB system ram because it's a 32bit app.

I've done some testing in the past and if I remember right I think it's in the billions of polys... actual performance and usability will depend on your video card.

Where TS doesn't do as well performance wise is with scenes that have a lot of objects and deep hierarchies.

Edit:
Ah wait, you said *render*... if you mean VRay, that is again memory dependent and you'll need to open up task manager to see if you're running out of RAM when trying to render. Caustics, lightmaps, and other settings do strongly influence the amount of ram used and may be more important than actual poly count.

Post by kena // Feb 3, 2008, 8:56am

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no matter what the render engine, I have not reached a max poly count. Higher poly-count means a slower render. I have not had to render more than 4 hours for a long time now because I tend to use more texture maps and less poly count now.

Post by SteveW // Feb 3, 2008, 9:33am

SteveW
Total Posts: 9
I am useing XP64 and have 3G of RAM so the 2G limit is not a problem. I also use Solidworks and have reached 6G during construction. My vid card has 256M. I have a TS model that is 1.8M polys an Lightworks stops rendering half way thru. It is very puzzleing. I did not know if I had reached the TS limit or is there a limit.

S

Post by jamesmc // Feb 3, 2008, 9:39am

jamesmc
Total Posts: 2566
I don't know what version you have, but what you can do is hide some of the geometry, especially transparent and reflective/refractive hierarchy.

Then render what you have left to PSD format. Pick up on the remainder and hide what you have already rendered - then add the layered file (PSD) to the file you've just render in Photoshop/Gimpshop/Paint Shop Pro or whatever program you use for layers that works with PSD.

Post by Stem // Feb 3, 2008, 10:02am

Stem
Total Posts: 199
I've done some testing in the past and if I remember right I think it's in the billions of polys... Are you joking or possibly mistaken? Billions?(1000 X million)


Having an high poly scene in TS7.51 with bridge off, 1.6 million poly count uses approx 814mb. I could try for higher poly count, but even with that TS is not usable on my system.



....actual performance and usability will depend on your video card.

For high poly landscapes, I am having to go back to other 3d applications I use, which handle these very well on my system, so I would say it is not just dependant on the hardware, but also on the 3D application you use.

Post by Jack Edwards // Feb 3, 2008, 10:05am

Jack Edwards
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I have 6 GB of RAM on Vista x64. It doesn't matter how much ram you have in your machine. TS (and Vray) cannot allocate more than 2GB of address space because they are 32 bit apps. It's easy enough to test. Open up task manager so you can see the amount of ram used, create a cube, then add layers of SDS until TS runs out of memory and crashes. :p

Post by Jack Edwards // Feb 3, 2008, 10:12am

Jack Edwards
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Okay did some testing, looks like I'm wrong on the billions. I'd say the hard limit is likely somewhere around 2 million polygons.

Post by SteveW // Feb 3, 2008, 10:28am

SteveW
Total Posts: 9
It would seem that 1.8M is pushing the edge. I have tried 6.6,7.1 and 7.5. As I remember the TM said I had used 1.8G as I recall. Looks like I may have to wait til TS goes 64bit. I just got 7.51 and have not tried it, maybe it will be the answer. I am finishing up a Model of Atlantis and I am sure it will be huge.


Thanks Guys for the info. Model On :)

Post by Stem // Feb 3, 2008, 10:29am

Stem
Total Posts: 199
Okay did some testing, looks like I'm wrong on the billions. I'd say the hard limit is likely somewhere around 2 million polygons.Yes, I did just check, I got to 2.9 million, after that TS crashed.


I do now have a question. Where is the default scene saved that will be reloaded when I start up TS, as the scene will cause TS to crash again (after it take up all system resources to load)

Post by Stem // Feb 3, 2008, 10:31am

Stem
Total Posts: 199
I am finishing up a Model of Atlantis and I am sure it will be huge.Sounds interesting. Any sneak previews?

Post by Jack Edwards // Feb 3, 2008, 10:50am

Jack Edwards
Total Posts: 4062
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Roman mentioned in his Captain's blog that 8.0 should be available in 64bit. :D

@Stem, to reset to default context you can hold down CTRL when clicking on the TS icon and it'll give an option box.

Post by SteveW // Feb 3, 2008, 10:58am

SteveW
Total Posts: 9
Thanks

Jack and Stem, was that on 7.51? I will be getting a new system in about a month which should double my power, maybe that will do.


8.0 hmm I have not spoken to Roman in some time, perhaps it is time to get back in touch.


This was the first attempt right after it came out and was done mostly from memory. The new one is pretty close and will be much better


http://www.colonialfleets.com/stevew/Mydocs/Atlantis.jpg

Post by Jack Edwards // Feb 3, 2008, 11:08am

Jack Edwards
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Wow! Nice work Steve! :banana:

Post by SteveW // Feb 3, 2008, 11:14am

SteveW
Total Posts: 9
Thanks

That was 3-4 years ago and I got some real good screen caps to work from now so I hope the new one will better reflect the real model, it is close to 5M polys as I understand it.

BTW how do I get to the captains blog?

Post by Jack Edwards // Feb 3, 2008, 11:17am

Jack Edwards
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It's the top thread in the Roundtable forum:
http://forums1.caligari.com/truespace/showthread.php?t=893

Post by Stem // Feb 3, 2008, 11:28am

Stem
Total Posts: 199
Nice model,

That was 3-4 years ago and I got some real good screen caps to work from now so I hope the new one will better reflect the real model, it is close to 5M polys as I understand it.5 million poly,.. that will crash TS7.51, it wont matter the hardware, TS will cause the system to run out of the 2gb limit.

Post by SteveW // Feb 3, 2008, 11:38am

SteveW
Total Posts: 9
No I meant the studio model, mine will be half that. They also used some great texture maps that really look great. I personally like poly's instead of maps but PC power is not there yet

Post by SteveW // Feb 3, 2008, 11:39am

SteveW
Total Posts: 9
Thanks Jack
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