Re: How high poly/quality can fable the lost chapters handle [message #70185 is a reply to message #70183] |
Sat, 29 March 2014 21:57 |
xxNick
Messages: 54 Registered: March 2014 Location: San Antonio, TX
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Interesting question. I dicked around with this for the purposes of stress testing and got some interesting results. Couple things. The most detailed models in the game rack up a poly count at just a few thousand. The overall scene poly count is limited only by your PC, and since today's average budget PC can blow Fable's graphics out of the water with settings all the way to 11, that gives you a lot of flexibility. However, there does seem to be a limitation on individual model poly count. I'm not sure if this limit is imposed by 3DS, DirectX, Fable's wonky model format, FableExplorer/ChocolateBox, or Fable itself, but going high enough in that poly count will cause strange results. Most often, the submesh that has the stupid high poly count is just ignored when I try to import it.
A good, safe and conservative number for individual meshes is somewhere around 32k, and you might be able to get away with 64k. But, you know, in most cases you could probably do somewhere between 8k and 16k with minimal impact on performance and retain the quality, depending on just how good your brother is at modeling and texturing.
Texturing, forgot that half of the question. While most textures are 256x256 or 512x512, I've used 2048x2048 textures without consequence. I don't see any reason why you wouldn't be able to go even higher, but I'd recommend editing the userst.ini in the main directory. I'm not sure if it is functional, but there's a line in there:
That may impose a limit to texture sizes.
How to make a good Fable game.
And how to make it even better.
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