DetoNato, on 7 Sep 2010, 17:51, said:
I dont know if its different from PC to PC, but I had this problem exactly 76 bones. What will happen? The model will be deformed in animations... Maybe I have uploaded a screenshot from the W3XViewer anywhere, but I guess that you have to test it for your self.
There shouldn't be a difference from PC to PC.
The shaders have technical limit of 80 bones, but this does not mean that the engine itself allows you to use 80 bones.
All w3x models have a roottransform bone, and if I remember correctly, also a world bone. These bones would take two of the slots, and there could also be other default bones that I don't know of.
DetoNato, on 7 Sep 2010, 17:51, said:
BTW: What is the vertex count important for? Since Im testing with high poly models, I never found any problem that I wouldnt have with regular C&C3 models.
It speaks for itself that the more vertices there are for the vertex shaders to handle, the slower the game will run. If this was not the case, all the hype about tessellation in DX11 would be out of place... one could simply use highpoly models all the time.
The game can handle high vertex counts, but since it's an RTS game, you must keep in mind that there can be very many objects in the scene at one time.
Since you never see things that closely, extreme vertex counts are also rather unnecessary. Small details should rather be added using normal maps.
Edited by Chronosheep, 07 September 2010 - 16:17.