Hellkeeper's Archive
10/11/2010, 19:08
An update
I have not been very active lately, and though UEd was very often open on my desktop, I can't say I've been doing anything. I have mainly been testing new 227 features, mainly how static-mesh support for Unreal worked, as it might come in handy at some point (it turns out they are as easy in Unreal as in UT2004).
I thought I would start a huge project with many polygons and attempt to do something UT2004-ish in Unreal to promote U227, only to have my ass handed to me (in a seriously kicked state) when the 11 years old engine saw what I was up to:
Though the whole map consists only of this staircase, the Versailles-styled handrails were enough to completely kill performances (on a computer which does run Crysis on "very high" at full speed), for very a simple reason: each column being 256 polygons and one handrail being made of several brushes and 43 columns, the scenes adds up to a respectable amount of polygons. Miltiply this by 2 (there is a second handrail on the other side), you get 86 columns, 22,016 polygons (only for the meshes, not counting the BSP polygons) and that's, of course, way too much for an engine that slows down on Exar on lower rigs. And this was achieved with only this small incomplete scene, there's no map around it. It's just stairs in a big empty cube.
So now, I have two things I want to do: make an Unreal map in some way or another (probably a DmExar-style map with ISV-Kran textures), and maybe try this style of Versailles map in UT2004, where polygons wouldn't be so scarce.