Polygon count in game development: what is it?

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  • Опубликовано: 7 янв 2025

Комментарии • 15

  • @someshsahu4638
    @someshsahu4638 3 года назад +4

    Very nice and informative video sir thankyou so much for guiding us.🙏🙏🙏 And keep it up.

  • @sure5219
    @sure5219 2 года назад

    thanks bro keep doing this

  • @carlosbigbrain4866
    @carlosbigbrain4866 4 года назад +2

    how do i know how many polygons are enough to make a functional game?

    • @GeorgeWulfers_88
      @GeorgeWulfers_88  4 года назад +3

      Thank you for this great question Carlos. This is a very complicated question to answer. The reason being is that you would have to weigh in many factors based on the game you want to make, the platform it will be released on, the amount of characters or objects that can be seen all at once in the game (open world or not open world), type of gameplay and the engine you are using.
      In PC you can really have a lot of polygons being rendered at once. As to the actual number, I am not entirely sure but just know it is in the millions range.
      If you want to go to mobile, or consoles your best bet is to take the PC estimate and cut it by half for mobile, and maybe 75 percent or less for consoles.
      Just know that there is no one exact answer and you will always have to do performance checks on your games via profiling and seeing what task is taking the most time. If it is rendering then try lowering the polycount for your characters.
      Just know that there are a lot of factors that play a huge role on the performance of your game and polycount is one of them and that all games are different and will have different requirements based on how you designed it.
      I hope this helps and I know it doesn't answer your question.
      This is Unity's suggestion for this "Keep the vertex count below 200K and 3M per frame when building for PC (depending on the target GPU)." Which you can read the article here docs.unity3d.com/560/Documentation/Manual/OptimizingGraphicsPerformance.html

    • @someshsahu4638
      @someshsahu4638 3 года назад +2

      @@GeorgeWulfers_88 thankyou so much for this beautiful answer.
      Your's reply really helps me...🙏

    • @GeorgeWulfers_88
      @GeorgeWulfers_88  3 года назад +2

      @@someshsahu4638 really glad to hear it. :) Let me know if there is anything else you would like to see or have answered. Thank you for your comment and for watching this video. :)

  • @dracian8859
    @dracian8859 3 года назад +1

    Hello, I want to know that, I am make a pc game, I want to make a character but while searching in youtube I got confused, I want my character look good, but also I want that everything go smooth, but I also don't want my characters look like genshin imapct characters. I want my characters look like its somewhat cartoonish but with realism, not very much real or not very much cartoonish, somewhat in between.

    • @GeorgeWulfers_88
      @GeorgeWulfers_88  3 года назад +2

      Making characters is unfortunately not in the scope of my tutorials since I am primarily a programmer.

  • @Boris-wo2lj
    @Boris-wo2lj 4 года назад +1

    Thank you!

  • @Auti3D
    @Auti3D 2 года назад

    I'm making a game about robots- very detailed models, but im doing retopology and trying to use textures in the inside of the robots so I don't use to much geometry. (Polygons) Im questioning because I set a max polygon count for every character. 75,000. Do you think this is optimal?

    • @feedertayfa8745
      @feedertayfa8745 Год назад

      can ı ask something. does not program count the polygons that inside of the whole mash for retopo. or do you delete the old mash which poly number is huge

  • @LostInTheCreek
    @LostInTheCreek 3 года назад +1

    I'd love to see more

    • @GeorgeWulfers_88
      @GeorgeWulfers_88  3 года назад

      Awesome! Feel free to let me know what you would like to see :)