Results 1 to 7 of 7

Thread: OR & Polygon limits.

  1. #1
    Join Date
    Dec 2007
    Location
    Concord, NC
    Posts
    1,094

    Default OR & Polygon limits.

    I know the original stock MSTS had a polygon limit, but I'm wondering if Open Rails have the same limit, or can it accept higher res. models?
    Sean Summer
    CEO of Blue Ridge Mountains Machine works.

  2. #2

    Default

    I've yet to find an upper a limit, and I have built several scenery objects well over 12,000 polys....

  3. #3
    Join Date
    Jun 2004
    Location
    Perth, WA, Australia.
    Posts
    574

    Default

    As a test, I created a loco with 330,000 triangles. OR loaded 2 of these locomotives at the head of a train and ran with no problems.

  4. #4
    Join Date
    Nov 1999
    Location
    Cumming Ga
    Posts
    2,764

    Default

    I did not skimp on details for my recent Tank Car upload, I don't see why I need to adhere to MSTS limitations if ORTS isn't making me do so.
    http://www.railsimstuff.com
    3D Canvas/Crafter and Blender User
    formerly The Keystone Works (All Permissions Granted)
    https://github.com/pwillard/MSTS-replacement

  5. #5

    Default

    Well, I know TSRE5 can get a bit glitchy with high quality textures, (example: 2048 textures) but I haven't heard of a railcar limit yet. It would appear that its kinda just based on what your computer can handle.

  6. #6
    Join Date
    Apr 2003
    Location
    New York, USA.
    Posts
    2,095

    Default

    Hi Folks,

    Yeah - initially MSTS would start throwing artifacts on models around 10,000 or 11,000 polys. I never really noticed if BIN improved that - as I was an early adopter of ORTS.

    Derek Millers steam locomotives exceed 70,000 or 80,000 without issue - with long trains - on detailed routes - with multiple locomotives.

    Multiple 2048 textures on steam locomotives are now the norm for me - without issue - I use 1024 on freight cars.

    As someone who's tested ORTS performance extensively - the biggest frame savers are using model LOD's (especially on freight cars) (yes you can make the transitions seamless) and minimizing Draw Calls. It's better to use a single larger texture in place of many smaller textures.

    Regards,
    Scott

  7. #7
    Join Date
    Apr 2003
    Location
    Silicon Valley, CA, USA.
    Posts
    3,415

    Default

    Scott is right about the draw calls. At a minimum there is going to be one draw call for every texture file. A draw call is a hardware interrupt so by definition each one is going to slow things down. If your texture has an alpha that'll add another draw call. If you assign a material type (e.g., loshine) that'll add another. If you use a texture in multiple named parts add 1 for each part. In the later case things can really add up quickly.

    Don't export more named parts then are required. That may mean keeping a "construction version" on hand and a simplified export version where the optional named parts have been exploded. You might be able reduce the draw call count by making a texture specific for the named parts from the several textures you thought you'd use. In this case because there is going to be a draw call for the named part the "extra" texture file goes for free.

    You can check your draw call count in Shapeviewer. Go to the view hierarchy and count the yellow and brown boxes. The sum is your draw calls.
    Dave Nelson

    Seldom visiting, posting less often that that.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
-->