How does physics simulation interact with the polycount of simulated objects?

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Jul 15, 2021 ... If an item of CC has too high of a polycount, it could drastically slow down your game, overheat your computer, cause your game to crash, or even permanently ... Apr 20, 2007 ... Gran Turismo 1 used about 300 polygons. The newer games use several thousand per car. Last edited: Aug 24, 2022 The multiresolution feature is useful for two main scenarios: The smooth subdivision algorithm to increase the polycount of your object; Handle multiple level ... May 18, 2021 ... It is not just triangle/polygon count in the component as robot from VC library took 400k triangles and 5,5 MB of space as same geometry imported from STEP ... Oct 18, 2012 ... My question is, is it normal to surpass 2 million polygons and is it normal to get 0.5 fps at 350k polygons? We build for a mid-high polycount to be able to have realism and high levels of detail, but optimized enough to run in game engines. This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. Oct 16, 2018 ... Let's say you need to make a 3D object with a budget of 2k polygons, does that mean 2k tris or 2k quads ? I know that the engine converts everything to tris. Jul 20, 2008 ... If it's an easy to mass model, do somewhere around 400-700 triangles. If it's a Hero, 900-1600 triangles is fair enougth. If it's a building 600 ... Mar 30, 2021 ... The poly count on the hud shows 12 tris even when there are no triangles in the scenes just one simple cube, it always shows some amount of tris even if there ...
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