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2010-04-04
, 15:57
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Posts: 256 |
Thanked: 98 times |
Joined on Jan 2010
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#2
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2010-04-04
, 18:32
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Posts: 298 |
Thanked: 197 times |
Joined on Dec 2009
@ Norway
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#3
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2010-04-04
, 18:36
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Posts: 165 |
Thanked: 94 times |
Joined on Nov 2009
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#4
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2010-04-04
, 18:44
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Posts: 298 |
Thanked: 197 times |
Joined on Dec 2009
@ Norway
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#5
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2010-04-04
, 18:51
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Posts: 3,159 |
Thanked: 2,023 times |
Joined on Feb 2008
@ Finland
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#6
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2010-04-04
, 18:52
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Posts: 61 |
Thanked: 12 times |
Joined on Mar 2010
@ Manchester, United Kingdom
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#7
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2010-04-04
, 20:36
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Posts: 298 |
Thanked: 197 times |
Joined on Dec 2009
@ Norway
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#8
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M=millions so your calculations are correct. but the real life scenario probably means that the performance is eaten partly by background processes.
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2010-04-04
, 20:52
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Posts: 256 |
Thanked: 98 times |
Joined on Jan 2010
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#9
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2010-04-04
, 21:03
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Posts: 208 |
Thanked: 69 times |
Joined on Nov 2009
@ saint petersburg, fl
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#10
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The article on Wikipedia says it can do 14Mpoly, does it mean 14 000 000 polys or is this number wrong?
I am planning to make something in 3D, and i would like to know If i then should limit the amount of polys in a scene to around 467 000 polys to get 30 FPS.
Currently i have to tune down some models that are up in 1Mpoly. (Its just the scenes that go that high.)
And also, does any 3D engine for N900 support materials and features in .fbx files or do i have to make them into .obj files along with .mtl files? Is it possible to make real-time shading, bloom and motion blur?