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How many millions of polys?

Posted: Wed Jun 09, 2010 2:19 am
by adrencg
Conceivably how many do you think I could load into Octane before I hit a wall? I've been doing some fur tests(at around 1 million), and its going to take a lot more polys to cover an entire animal. I'm running a gtx280 and 6core i7 at 4ghz, with 12gb RAM.

Re: How many millions of polys?

Posted: Wed Jun 09, 2010 1:49 pm
by Nostromo
Load your example and look at how much memory is eaten up in the device manager. it should give you a hint of the wall's distance :)

/M

Re: How many millions of polys?

Posted: Wed Jun 09, 2010 5:59 pm
by face
I think for fur/gras and other things, we should wait for instances in Octane ;)

face

Re: How many millions of polys?

Posted: Wed Jun 09, 2010 8:13 pm
by adrencg
face wrote:I think for fur/gras and other things, we should wait for instances in Octane ;)

face
oh, is that coming soon?

Re: How many millions of polys?

Posted: Wed Jun 09, 2010 8:59 pm
by face
adrencg wrote:
face wrote:I think for fur/gras and other things, we should wait for instances in Octane ;)

face
oh, is that coming soon?
Maybe ;)

face
radiance wrote: ...Instances are not supported yet, they are on the roadmap for beta 3.

Radiance

Re: How many millions of polys?

Posted: Sat Jun 12, 2010 12:52 pm
by ROUBAL
The geometry is not the only thing to take in account. Textures, and espescially large textures and HDR images require a lot of memory. Also, if you increase the rendering resolution, the need of memory will increase as well. On my GTX260, the 895 MB are really very soon reached in full HD for a scene like my desert scene with the Land Rover and Elisabeth character, even with reduced subdivision on many parts of the meshes.

Re: How many millions of polys?

Posted: Sun Jun 13, 2010 7:43 am
by Garrick
With hair it is all about styling it.
So if they will implement Instances for hair/fur they may need to have a placement and transformation tool sets in place for this to work well.

I hope I'm wrong though.