Insanely High Poly Counts - now you KNOW what to trash!

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PegasusDiana:
All those poly counts are extremely high, even the one's I looked at. 3000 poly's for a one tile object....way too much. I wouldn't have bothered to look at all, so thank you Quackers for pointing this out. I expect higher numbers for hair and clothing. Furniture is mostly in the textures, so I don't see a reason for these to be that high. I always thought I was being generous with 2000 polys per tile. Some of these numbers are wild 20000?? I have yet to see any piece of furniture for the sims that warranted a poly count of 20000. It's not a vechicle. I don't have any of the other sets so that's the only one I could even check, and I paid for that thing too.

I need to go through this stuff I've been checking and all the poly counts I am getting from every piece of furniture I have and every single website including MTS2, here etc...all have poly counts like the ones in the first post. It's not like I'm getting one high 4 low.  Only one website at all has been within reason on most their stuff and some of their newer stuff is really high 4EFS.

Oh and J00wish, I've been checking Maxi's stuff I havent found anything other then the smaller painting that stay in what they say it should be. Oh and a few dining chairs/smaller items. Most their stuff is coming up about 1000 to 1200 on the larger things. So still 100 percent better than what were seeing in these numbers. What a mess. lol Now that I'm going through the later EPs/SPs I'm finding plenty like the one attached from Maxis, I don't even know what the heck this is! Don't look at the poly count on the new car...Ok have to show this EA's Hawker Car. F.17161 V. 22706

veggiespork:
WOW I need to start deleting! No wonder my sims game takes an hour to load!

Cleo999:
Thank you so much for this very helpful thread!

hardwaretoad:
While this is admittedly interesting and a great asset to those having problems, I would suggest getting a decent computer for any game playing. TS2 isn't even close to being a demanding game graphically compared to say GTR2, HalfLife2, Doom3, Quake4, or any of dozens of other games. I have tons of CC and play with absolutely everything maxed with nary a stutter. Judging by reading through various threads here I'd say that more than a few are trying to play on outdated PC's (or worse yet, lappys) with insufficient RAM and nothing more than an onboard graphic chip, then complain that their game's a stuttering mess because of someone's new hair mesh... :shh:

BeosBoxBoy:
OK - time for a reality check on poly-counts.  for the most part - and this is just a quick and dirty rule of thumb so don't go ballistic if it doesn't work on your particular video card/driver/system - the poly-count thing is a very indeterminate thing. you can have a house with only Maxis made objects and those are all in the theorised "sweet spot" for poly-count and it drop your game to a crawl because you have a bajillion plants - or you can have a house piled high with high-poly horrors and not a single plant and never see so much as a hiccough in performance.  More goes into this equation than poly-count.

The game gets increasingly demanding on un-seen stuff as you add each expansion pack.  Starting with just the base game the growth cycle for plants, wants, needs, mirrors, water, shadows, path-finding AI, and autonomous actions like going stupid whenever a Sim sees a romance Sim adds one layer of un-seen CPU-cycle-sucking horror; then University adds additional autonomous actions like the infamous kick-baggy right on top of the portal or in any traffic pattern choke point behaviour, the start playing the hand-held game every time the command queue is empty,  and exacerbated toddler-crawl-100-feet-to-play-in-the-toilet behaviours for yet more CPU-cycle-sucking horror; then Nightlife adds all those turn-ons, turn-offs, and simpering autonomous call me actions for more CPU-cycle-sucking horror; then OFB adds all of the merchantilist crap for more CPU-cycle-sucking horror; then pets with all their urges and behaviours are added by Pets EP for more CPU-cycle-sucking horror; then Seasons with its lighting changes and weather adds major amounts CPU-cycle-sucking horror; then BV with its beaches and stupid autonomous actions, a bajillion tourists and NPCs crawling on every lot for even more CPU-cycle-sucking horror, and finally Free Time with all its new overhead adds even more CPU-cycle-sucking horror.

In this situation, the game and all EPs (no stuff packs) WITHOUT any custom content is about 8.90 GB (9,561,222,903 bytes) on the hard drive before you play the first minute -- I don't have Pets EP, so this is probably about 1.5 GB short of the full load.  As you play all those memories and gossipping and wardrobe additions and job changes begin to pile another layer of CPU-cycle-sucking horror on the game that only gets bigger the longer you play.

Now start adding mods, hacks, and other custom content and it can easily reach greater than 20 GB of data being loaded before you really get into play.

Even if you play only the smaller lots 3x3 and less, 1 neighbourhood grid equals 100 play mode grids.  each grid, whether piled up with clutter or without anything on it, requires 1 MB of video memory just to paint the ground.  So in truth a 3x3 lot is going to need 900 MB of video RAM to operate "seamlessly" -- sure adding high-poly count items doesn't make things better, but they are not going to make it appreciably worse if you show some reasonable restraint in furnishing your lots.

I am not saying high poly-count makes no impact on crappy systems, but a main-stream system isn't going to meltdown because you have high-poly custom content, and a high-end system shouldn't be affected adversely.

Some objects are higher poly than others, true enough, but there is more to consider here than poly-count, and that other stuff is what's being over-looked.  Even a low poly item can be a horror on a video card's performance if it adds reflection surfaces - a rotating disco mirror ball would likely seize up even a great system since each mirror surface would act as an additional camera in the game multiplying the total video ram demand for the lot by the number of mirror faces on the disco mirror ball.  Or pile a lot full of full length wall mirrors and those neato keen reflective floors and see how great the game performs during a 10 Sim smustle session and each of those reflection surfaces and tiles has at most a poly-count of 2.

Poly-count is important -- but it isn't all that important.

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