I need to make a small model, this particular model will need to be spawned hundreds of times (think of it like a virus spreading through the map), it's scp-009 the red ice, and for this I need to make it as light as humanly possible, here are the solutions I came up with:
Low Poly: the model itself will have very few poligons, luckly for me the shape is supposed to be very geometric so it won't be a problem
Effect: the model will never move, so it doesn't need collisions, making it an effect
LoD: the model will have as many Levels of Details as possible that will cut down the number of polys even more
MipMaps: the textures will use mipmaps, making it less laggy and also more pleasant to the eye when seen in the distance
Are there any other ways one could make the model even less laggy? Mind you, the model will be spawned thousand of times if necessary.
Grooming icon because why not.
Assuming this is for gmod, you'll hit the entity limit and crash (no free edicts) if you're spawning it thousands of times. You can have up to 4096 entities total, but the edict limit (networked entities shared between client and server like props) is a mere 2048.
Normal and detail maps will increase VRAM usage.
A viruz? Gosh. Particles are too random for that i assume. If the spread is fixed you could use chunk models with the spread as vertex animations. It's possible to morph vertices precisely around geometry, if you have spread around edges always on exact animation frames, so the interpolated vertices inbetween frames don't go thru geometry.
As far as performance is relevant, ofc unlit is fastest. Vertexlit is rather cheap too tho. Additive blending or the Modulate should perform rather fast too with the possibilty to blend the color. The other thing is, using chunks you always render the whole model (even if it's not visible tho), and/but the chunked drawcalls are faster then drawing single enities. Only complexity i can imagine is to get the LOD animation done. You may have to get creative modelling and animating those.
Welp, maybe thousands is a bit too much, there will probably be a limit for that, didn't know the max was that low.
Well that's a mouthful, it's not going to be particles, but I don't understand the "chunk models" part, is that a weird jargon I have yet to learn? It doesn't show up anywhere in the valve wiki or the forums but it does seem like an interesting concept.
I like the idea of having vertex animations, it doesn't make the model lighter but it's something I'd really consider, and screw unlit, team vertexlit over unlit everyday, even if I think making them glow would be a nice idea, $selfillum for the cheapness of it as well.
Ehh. Chunk is an alternative word for a leaf in source. Like the orange grid in hammer. I terms of maps a chunk could also be a building or more, put into one model.
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