When can I play this on Freelancer's custom maps server?
The issue likely isn't the total polycount of the map, but rather how it is distributed among the portals (not to mention lens flares and particle effects like sparks and smoke). It's an interesting point because a lot of content creators are unable to test performance correctly due to their machines being powerful enough to pull 100+ fps on maps with even the highest polycounts/most visual effects.
I once built a test machine with an old Radeon 9600XT 512MB in order to test performance consistency throughout maps I was working on - Halo ran between 25 and 35 fps on stock maps, which is what I was going for. Unfortunately the processor is fried now and it's pretty much useless.
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