Polycount for car itself

Discussion in 'Car Modding' started by kpf480, Apr 16, 2019.

  1. kpf480

    kpf480 Registered

    Joined:
    Jan 13, 2012
    Messages:
    17
    Likes Received:
    25
    Does anyone know what the poly count for a racecar should be in rFactor2?

    Is 60,000 to 70,000 Polys enough?


    Thanks
     
  2. mantasisg

    mantasisg Registered

    Joined:
    Aug 17, 2016
    Messages:
    2,929
    Likes Received:
    3,883
    I would like to know that too.

    But I think it is more accurate to ask what should be the maximum. Some cars could look fully detailed with 100k, and there are some cars that are monsters at detail, which could probably go up to 300k. Usually around 200k is enough. But I don't know what the maximum should be for rF2. Also you have to consider amount of materials, amount of different objects and how they multiplies the drawing calls (1object that has 1material is one call, 1object that has 2materials is two calls). Also consider size and amount of textures. Then finally there are LOD's.
     
  3. Liquid4653

    Liquid4653 Registered

    Joined:
    Sep 30, 2013
    Messages:
    202
    Likes Received:
    46
    300,000 is bit crazy amount, 200,000 poly is bit too much and will require a large amount of lods if you want high numbers in a race and good fps, 60 to 70k is a great place to be and you will find many cars have lower than that even.

    Provided lods are in use, 120k poly is perfectly useable as an upper figure and is plenty to make something look fantastic, I have cars that are 120k and they run fine with lods but without lods is pretty bad for fps.

    As an example I have a 120k poly car(with 4k body texture) that without lods gives about 30fps with 15 cars on track, and with 2 stages of lower poly lods goes up to 100fps for the same scenario, and this is on a nvidia 980ti which is still pretty high performing video card. Typically I see around 200fps for most cars in rF2 and I run rF2 pretty much maxed out configuration wise.

    60/70k poly with lods will look really great and run well too. You wont even need that high to look good tbh and if your doing an open wheel car, then there is a lot less poly needed on interiors too. Making lods will guarantee those with lower performing cards can enjoy as well;)
     
    Emery, DaREALMastaD and ApexModding like this.
  4. Bernd

    Bernd Registered

    Joined:
    Jul 9, 2013
    Messages:
    1,509
    Likes Received:
    755
  5. Emery

    Emery Registered

    Joined:
    Oct 24, 2010
    Messages:
    3,035
    Likes Received:
    1,654
    Don't forget that in terms of performance, the number of materials is nearly as important as the polygon count.
     
  6. elec86

    elec86 Registered

    Joined:
    Jan 7, 2021
    Messages:
    132
    Likes Received:
    4
    I am modeling a proto that will be used alone or can be with racing 10 cars maxi

    interior details use lot of polygones

    What is the maximum number I can use without problems?

    thanks
     
  7. redapg

    redapg Registered

    Joined:
    Jan 16, 2012
    Messages:
    4,006
    Likes Received:
    2,875
    That sounds a little bit as if you are going to use a 3D Model from the Internet, which normally are not made for Video Games.
    They shall look good and so they have a huge Poly Count in most Cases.
    Sometimes these 3D Models are offered as "low Poly" Versions too, which sometimes can directly be used for a Video Game.
    If you model it completely new by Scratch, i would say that 80000-120000 Polys should be the Target.
    The less Polys you need to get a good looking Car, the better it is.
    In my Opinion, for a Video Game, it makes no Sense to model a very detailed Car that can not be used for Racing with a Grid of ~ 15 Cars, because you have a Diashow then. :D
    And use LOD Meshes too.
     
  8. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,780
    Likes Received:
    2,242
    ~100k triangles for the highest LOD is recommended, of course, less is better.
     

Share This Page