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Wheel of Time Levels

by Steve Gibson, Jul 08, 1999 4:30pm PDT

Sam Brown of Legend Entertainment made a post to the GTGames forums explaining a bit about the geometry and detail work being put into the Wheel of Time project and some of the balances that had to be made for performance. Thanks VE/UU

Unreal had, in most cases, significantly less detailed geometry (levels) and character meshes (characters) than we do. This means our scenes are more complex and therefore take more time/horsepower to render. If you go and stick a 500 poly mesh on the screen (hands need to be detailed to look decent) then you are increases by an order of magnitude the number of polys on screen and therefore the rendering time would go up.




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