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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Wed Jul 22, 2009 11:06 am Post subject: Poly Count for the PSP |
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Hey again
What is the total amount of polygons does a 3D model have to have to beable to run on the psp without any problems? _________________ PSHN - Playstation Hacking Network
PSX/PS1 - HACK - Game Shark
PS2 - HACK - Swap
PSP - HACK - Pandora
PS3 - ? |
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Ooblik
Joined: 10 Apr 2008 Posts: 38
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Posted: Wed Jul 22, 2009 9:12 pm Post subject: |
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| Exactly four... *sarcasm* WTF are you talkin about? lol |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Wed Jul 22, 2009 11:50 pm Post subject: |
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Is there a limit to the amount faces the model has to have??? _________________ PSHN - Playstation Hacking Network
PSX/PS1 - HACK - Game Shark
PS2 - HACK - Swap
PSP - HACK - Pandora
PS3 - ? |
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jojojoris
Joined: 30 Mar 2008 Posts: 261
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Posted: Thu Jul 23, 2009 12:10 am Post subject: |
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I think the maximum is when you used all your ram for the vertex scructs you use. _________________
| Code: | int main(){
SetupCallbacks();
makeNiceGame();
sceKernelExitGame();
} |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Thu Jul 23, 2009 12:42 am Post subject: |
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lol, can anyone give me an esimate? _________________ PSHN - Playstation Hacking Network
PSX/PS1 - HACK - Game Shark
PS2 - HACK - Swap
PSP - HACK - Pandora
PS3 - ? |
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slasher2661996
Joined: 22 Feb 2009 Posts: 91 Location: Melbourne Australia ZOMG
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Posted: Thu Jul 23, 2009 4:41 pm Post subject: |
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| it depends on the rest of the program (ie, how much ram the rest is using) |
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Dariusc123456
Joined: 12 Aug 2008 Posts: 394
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Posted: Thu Jul 23, 2009 4:53 pm Post subject: |
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Well, Im only using 45mb of ram, or trying to keep it there. I dont need another 800200D9 error because my packer program goes over the ram. _________________ PSHN - Playstation Hacking Network
PSX/PS1 - HACK - Game Shark
PS2 - HACK - Swap
PSP - HACK - Pandora
PS3 - ? |
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rapso
Joined: 28 Mar 2005 Posts: 147
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Posted: Thu Jul 23, 2009 4:53 pm Post subject: |
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65535-2 if it's a triangle strip
65535/3 if it's a triangle list
that's the maximum you can draw in one drawcall. you can splitup your mesh in as many of those parts as you'd like, then you've no limit. |
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Jim

Joined: 02 Jul 2005 Posts: 487 Location: Sydney
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Posted: Thu Jul 23, 2009 9:36 pm Post subject: |
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Realistically? A few thousand to a few 10s of thousand per frame, textured, normal sized. If many of the polys get big, or there's lots of alpha, then it'll get slow. You need to look at the fill-rate specs to get anything more accurate.
Jim _________________ http://www.dbfinteractive.com |
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