Polycount and performance
Hi everyone, I just wanted to ask you guys something:
I'm creating a MOBA and will have 6 characters in the level and the minions. The minions will be lowpoly, but the characters i created have something about 70.000 to 80.000 polys each. I uploaded all in the scene and looks good so far (no bugs and they move pretty well doing random things).
You guys think i have to worry with these numbers? If yes, i can only reduce the numbers and use LODS later?
asked Jan 05 '18 at 02:24 AM in Using UE4
You have to consider the complexity of the entire camera view to estimate if it is too much or not. Also how large are the characters on the screen.
For comparison one Overwatch character uses about 30.000 tris and another 10.000 - 15.000 for a weapon and they can fill almost the entire screen space.
If you have 75.000 (quad) polys that would be about 150.000 tris and if the materials are complex and you use more dynamic lights it can get really high really fast even with just a few characters on the screen at a time.
You might want to aim at less than 50.000 tris per character to target a wider range of hardware. It should be possible to make a very nice character with that kind of budget.
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