What is the polycount that final fantasy vii can handle?

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Hi guys. I am currently working a re-designing a couple of characters from ff-vii and i would like to know what are the limits of the triangles etc that i shouldn't exceed so that my characters can actually be playable?? I know people have already answered this question somewhere. But i've been through most of the forum and i can't remember were it was.
 
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I cannot remember exactly but it was something like 65535 per p file i think. This would be the maximum the game engine could handle. The practical limit would be much lower. Most of the Team avalanche models are around 5-6000 tri's. I am sure you could easily get away with 5x that if you wish.
 
Thanks for the tip. This will make it much easier for me to work on my project. :) Is that limit the same for his limit breaks as well? Since his limit breaks makes him change into monsters should i play around 5-6000 tri's for them as well? or Is the limit lower than that?
 
I couldnt really say for sure. I believe it is considered a new model so it should be fine. But you are kind of charting untested waters here. Aali may be able to give you more information though.
 
The hard limit is 65535 *vertices* per *group*, where a single .p file can contain more groups than you will ever need.

I can tell you that you'll most likely run into performance problems with worldmap/field models before they become a problem in battle. Beyond that, you tell me how far you can push it before it goes down the shitter.
 
haha. I hope i'll be able to make till the world model. I'll first start with the battle models even though it will be hell for me. I'm quite new to modeling/texturing. I want to see how will it turn out with the skeleton of the model. A lot of people tried to mod vincent but they had difficulties. Cross your fingers for me and thanks for all the help  :-D  :-D i will push it till you can't flush it out anymore Aali :P
 
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