Re: Ox model update
Posted: Mon Mar 26, 2012 4:34 am
Good enough for me. I'll gather up some info and see if I can't make a new sticky for potential graphics gurus.
Open Source 3D Space Flight Sim: Trade, Fight, Explore
https://forums.vega-strike.org/
I have noticed a tenancy among some to assume that everyone is running a gamer setup. While I am not advocating ignoring the high end, it is a free game and as such appeals to those without large amounts of liquid funds. Such individuals are unlikely to have the latest and greatest. LODs seem to be needed with the current poly counts and/or fix the traffic patterns. Anyway, the new Ox is looking good! Now if only it had a little brother between the Ox and Mule...klauss wrote:Ya, they're good as-is, and you can probably go a bit higher for stations if they're really big and you can do submeshes (so that each section is LODded independently), but it's a guideline for top lods. You need lower-poly lods because onboard GPUs (I'm thinking all intel up to sandy bridge) don't have good vertex processing capabilities.