Profile picture by @/davyonmartz (18+), header by @/Sntmntlrestart, both on twitter


ompuco
@ompuco

The drone remote, the most seen object in the game, & counterintuitively one of the most minimally designed objects in the game, is also one of the heaviest, utilizing nearly 200,000 triangles across 3 separate draw calls to render the object every single frame.

Here's a quick breakdown:

  • Body: 36 indices, 12 triangles
  • Button: 73,728 indices, 24,576 triangles
  • Antenna: 479,232 indices, 159,744 triangles

That is 184,332 triangles.

Once it is picked up, you cannot put it away.

It will always be rendered.


ompuco
@ompuco

Also here’s the moment I saw it live on stream.

People were saying the meshes were bad, but I had doubts and thought people may have been blowing out out of proportion, and then I was swiftly & aggressively proven wrong.


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in reply to @ompuco's post:

back when i was a kid first figuring out 3d modelling on my own, i never knew there was a smooth shading option. for months i genuinely just, assumed this is what you had to do to make things look smooth.

my shitty netbook laptop at the time was not happy

is... is that why the game looks the way it does? Just a series of big empty, square rooms with props here and there, because the devs don't know how to model anything else without making it a billion polys? Because it seems the character models are like that too.

Personally I think it's a combination of that and them using Dynotopo (which creates more vertices when you use the sculpt brush in Blender) for every model. Any other explanation for why they're like that eludes reason.

Looked it up as a refresher, if they're using the same shader but with materials to get the colors instead of like, texture mapping or whatever, it'll batch them separately, ALTHOUGH, that's....two colors. Idk where the third call is coming from unless they have the antenna and button using two separate materials, which seems strange to me, unless the antenna is like, given more specular or something, so they just...gave it a different material for that...?

I'm only familiar with Unity & not really Unreal Engine, but yeah. Multiple calls mean they're drawn in different steps. It'll draw each section sequentially with a different material/shader call completely before moving to the next one, rather than as a combined mesh in a single draw.

It's not terrible to split things up into multiple draw calls like this, but something like this definitely doesn't need it since it's generally not really taking advantage of the independent transformation matrices or materials, & is likely indicative that they're using multiple objects placed into each other with no connective tissue.

What baffles me is how easy it would be to open like, Blender and make this with less polygons and the exact same visual quality. Either they're using some really obtuse modeling pipeline or they went out of their way to make it as high poly as possible

in reply to @ompuco's post: