Well, as you say, polygons = triangles in the new renderer, so it's not like there's much of a difference.Olrox wrote:hmm, 200 polygons or triangles? :rolleyes: Thelion was talking about triangles, but the game engine processes up to 10-sided not necessarily coplanar polygons, isn't it?
I remember a discussion about how the graphics were processed, that the game engine processed polygons then the GPU had them broken into triangles for processing anyway, or something like that, and I don't know if the engine had any significant changes in graphics processing...
In addition, I think that Watermelon (long time since I've last heard from him) spoke that the polygon limit for each .pie was 512, but the vertex limit was also 512.
This topic has much information on what I'm speaking, may be interesting to take a look.
I would be very grateful if you could give us some light on those limits! xD
While the polygon limit is 512, there's no reason not to stay below that, for better performance.
Anyway, polygon limit often depends on what component. Propulsions are often significantly lower polycount than, say, base structures.