Performance
From TorqueWiki
[edit] Performance
Try to enable the $pref::TS::UseTriangles = "1"; (default is "0") It's in ~/client/prefs.cs . I get a much better performance if it is enabled. In normal not too fancy interiors i get 240-320fps if I disable it I get 190 - 250fps. (P4 2.533, Radeon9600PRO 256MB, 512MB RAM). I use metrics(fps); in the console to show the FPS.
"Here are the recommended maximum polygon counts (for your highest level of detail):
"Characters 2250 polygons
"Vehicles 1500 polygons
"Weapons 500 polygons"
know I have just tested
3.2ghz
1024mb RAM
128mb video card (5900xt)
45FPS with 110,000 face count, 45-50,000 pc (pc, polygon count?)
A older 64mb video card is probably going to be something like a geforce 3, or late geforce 2 GPU card which in my experience should be able to handle 30,000 - 80,000 static polys without much trouble even with a fair ammount of multitexturing.
In TGE at the moment i am finding that any poly count above 30,000 is killing my performance. In my scene at one camera view is only 44,000 polys - but the FPS goes down to 16. The computer i have is a P4 2.8 with 1.5 gig ram and an NVIDIA 5700 overclocked graphics card. This system allows me to run DOOM3, Farcry, Everquest 2 etc etc at full graphical options quite smoothly.
I did a little test and put up ~40k in a scene. 20 copies of a 2k player model, And still get over 50fps. So i would assume its the models themselves. (1.8G processor fx5900xt stock)
I see its trees.. are they the generic Torque trees?
[edit] =Low Ploy Models
from http://www.garagegames.com/mg/forums/result.thread.php?qt=25716
since video cards aren't great at rendering a lot of low poly objects, especially when the setup code is repeated for each one.
[edit] Use Clean Models
Problems I've found are things like unwelded vertices, dual edges on faces, duplicated faces, uncapped holes, etc. I'm not sure which are more important than others, I just fix any and all Max tells me about.
Double edges galore. Researching my favorite modifier, STL check, it turns out its meant for stereolithography models. STL is supposedly very particular about the quality of its models, and thus the tool was developed. Consider TGE the same, as that one check (and needed fixes) seems to repair any fps loss I've ever had with a model.
Polygons must not be doubled sided in blender.
