From this current « Polygone » conversation, there’s one aspect of it that eluded everyone in here (unless I missed a post, sorry if that’s the case). It really doesn’t matter that much how many polygons are “used” in creating a track or car… as long as the engine can roll with it, its fine. You can create a 1 million polygone car and it’ll be great. The problem lies in the amount of polygons that are displayed on screen at any given time (every frame, to be precise…
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The important thing here is that “Track and Art Designers” (like Level Designers and Level Artists in any other games) have a budget they cannot exceed If they want their game to run. So imagine the Track Designer has loaded up his track, placed his car on the track and starts rolling… at every frame, the screen must never exceed a certain amount of polygons… that’s including the 15 other cars in full details, just to be sure.
Now take the ‘Ring or Monza, both of which have long crested stretches of road… At any moment, looking in ANY direction (360x360; x;y;z), the screen can never exceed that budgeted poly count.
That’s how a level or track is made… that’s why in fictional levels/tracks, there are often hills, mountains, buildings, bumps at places… its not only for scenery, its to hide unwanted polygons (that’s why “Crates” were used so much in Quake for example…they pioneered that ****).
Now, just to add a little to the whole thing… you gotta keep in mind the data streaming. Of course the game doesn’t render the whole track in real-time… (or does it?). Usually, it will stream the parts of the map that are displayed, with a bit in advance and a bit “behind”… the rest is not loaded. As the player moves in a direction, the engine streams the next predicted area and starts unloading the other one…
Here comes another problem… the speed at which the engine can **** out data and render it on screen must be fast enough for the player’s movement… so if the player moves at x units per frame (imagine the Veyron doing 200 mpg in Monza’s straight line; really fast), the engine must be able to keep up and load/unload the necessary data in time. The player never really sees what’s happening, but that’s how most engines work.
Now back to the polygons issue… without going into complicated maths here, you need to, at all frames (remember, 60fps), be able to render 16 cars (imagine you’re playing with outside view), the track…. And then you add the sounds (car sounds, terrain ambient sounds…
, the visual effects (that sun lensflare costs something too!) and any animated stuff on the track (those stupid 3D bystanders…
… that’s starting to be a lot of information to be streamed at every frames (60fps!!).
So going back to my original point… the poly count is not what’s most important, its how its displayed on screen…. Choose between 8 cars at 100,000 poly, or 16 at 50,000 poly… or 24 at…you get the idea.
This is why, for example, the game takes a lot of time to tweak… because until you have the locked down information on poly from a car, you can’t balance a track properly… take that veyron for example… lets say it’s the heaviest model in the game… and weights 1 million poly… awesome! The amount of detail is staggering! … well you gotta be able to display 16 millions polygons worth of car, plus the track and that other stuff… the physics… at every frames (remember! 60fps!!)… so until the Veyron is decided to be the heaviest poly hugger, and that the model is locked down tight… the Track Designers cannot fully tweak their tracks… it might be simply removing a tree or two in turn 5 while the player sees over that crest because its busting poly count/memory… or it might be to remove a very beautiful bridge because its just too heavy…. ! but then, if its like at Suzuka… and that beautiful bridge is actually a part of the track… what then? Do you make the bridge simplier… remove data from it (bumps, details…
or do you flatten the land around, make the side ramps higher and hide trees? Or …
Overall, making a track is not that easy and it takes more than a month to do it guys…
Here’s hoping this explains a bit the process of working on a “level”.
(oh, and this applies to any type of 3D games out there… not just racers.)
Cheers,