GLRX12 wrote:it has been stated over and over that the game will be able to handle the model....but it will be hard on low end computers...
From the perspective of a former modeler, the idea of a poly count limit is an outdated idea. Computer power these days allow people to use a lot more then we could years ago when I got into modeling, even on the most basic of games. Anymore, texture detail and resolution can be far harder on a user then a high poly count
GLRX12 is absolutely right about poly count. There's far too much concern about it these days. I remember when I posted the very first screenshots of the Consolidation - a driving wheel and the link (the bit joining the running gear to the valve gear) - some people immediately tried to tell me that it would fry the graphics cards (or words to that effect). Now we have the Consolidation with all the detail and more, running fine on all kinds of computers. I have never had any messages saying that the Connie caused a computer crash, or lagged - except in Woodvale yard, but everything lags there if you look towards the yard lamps, because of the way they did them. I've even seen screenshots taken on average computers (might even have been laptops) of five Consolidations standing together.
The FEF-3 will have more detail than the Connie, but it will still run fine. That's one of the reasons that I export it to RW very often, not just to check that it exports and to take screenshots, but to check that the fps are holding up in dense scenery. Next time I do a screenshot, I'll add in the fps counter.
I'm also taking care with the textures, using large ones where they're needed to bring out detail or cover large areas with sufficient resolution, and small ones for other things. I'm also limiting the use of the fancy shaders by not using TrainBumpSpecEnvMask.fx quite as liberally as I did with the Connie. For example, I use TrainBasicObjectDiffuse.fx on parts that are black and don't need to have any shine or bumpiness, like the dark faces that aren't on the outside of the loco and wouldn't be likely to get much sunlight. Talking of faces, I also take great care to delete all hidden faces, to merge faces that are completely on the same plane, to reduce the number of faces where the eye can't really tell the difference, etc. Then there's the use of smoothing, which I apply quite a lot in the appropriate places to give the effect of rounded surfaces while using only a few faces - for example, in certain places (where you can't view a cylinder from the ends), it's possible to get the effect of a smoothly rounded cylinder using as few as three faces. However, to get the most out of smoothing, I have to do some extra work when merging several individual parts into a single object, to make them share edges so that the smoothing can go across those edges. There are quite a few tricks that you learn through the experience of seeing what looks good and what could have looked better if you'd done it a different way.
EDIT: I took this new screenshot, with Vsync turned off in the NVidia Control Panel (normally I have it on adaptive half refresh rate, which locks the fps at 29-30):
2013-07-19_00003.jpg
That's showing 83 fps
Here are my in-game graphics settings:
TS2013GraphicalOptions.jpg
TS2013GraphicalAdvanced.jpg
My NVidia Control Panel settings:
ScreenShot001.jpg
ScreenShot002.jpg
You do not have the required permissions to view the files attached to this post.