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Polycount

Polycount is the number of visible polys that the game has to render on-screen.

Use the STAT RENDER command in the UT2003 Console or UnrealEd Console to see polycount.

Use zones and antiportals to for Map optimization.

Polycount limits in UT2003

Technically, there is no polycount limit. But current hardware effectively imposes a limit on mappers.

Current estimates puts that limit at 50,000 polys:

I've notice that the built in maps run well with the triangle limit below 50,000 and start running like crap around 75,000 – SlickWilly (from a thread lost in the BU forum crash)

Foxpaw: Do these numbers include static meshes as well? They draw much more rapidly than a regular mesh or BSP with the same number of polygons.

Fat Marrow: I believe this is the poly limit specifically for static meshes (I think the limit for BSP polys in UT2003 is not far off the limit for UT polys)

inio: DM-Injector (from the bonus pack) has incredibly high poly counts in places - 160,000 and above. There's at least one place where it hits 200,000: in the room with the window to the ... um ... "injector" thing, facing into the larger U-shaped room (where you're on the 2nd floor). Wiggle around a bit and you should find the spot where it's 200,000. I think they can get away with this because it's a: a reasonable number of very high-poly meshes, and b: lots of the same meshes. I'll put up a screenshot if there's anyone who really cares and can't find the spot.

Polycount limits in UT

  • 150-200 for hardware of the day (1999).
  • 300-400 for 2002 hardware

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