Shogmaster
Regular
Vysez said:Just like when Tim Sweeney said that one character model in the UE3.0 demo had more polygons than a whole level of the original Unreal (up to 20Kpps). He was talking, of course, of the source high polygon model, not the in-game 5-6Kpps + Normal Maps.
Call me crazy, but wasn't the original Unreal levels incredibly simple in geometry? I remember reading that the levels usually kept things under couple hundred polys per any given immediate area to keep the frame rate fast enough for software rendering. With that, it would be very easy to imagine smaller original Unreal maps being less than 5~6K triangles.
I mean the damn thing was designed to run fine on Pentium 200Mhz via software rendering. Just how many polys could P200 draw in software anyways? 30K per second? 50K?