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FSXA Best modeling technique

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I tried two different methods of modeling a dock object. The dock is roughly 'T' shaped and comprised of three simple boxes. When the model contains only one box (3 models required for complete dock), each model uses 1 drawcall, 10 triangles and 20 texture vertices. When the model contains all three boxes (1 model for complete dock), the model uses 1 drawcall, 34 triangles and 68 texture vertices. It seems as if the 3 separate models are more efficient than the 1 model with all three boxes. Is this assumption correct?

Many thanks, Mike Mann
 
why would each model require 1 drawcall if compiled seperately? I'm assuming only one texture is used for all three boxes.

If a different texture sheet is used for each box, I'd question that choice.

My understanding is that performance impacts differ between computers with plenty of video card memory and those without. Computers with limited video memory would show slowing when the polygon budgets got large. Now that computers generally have significant video memory, the number of draw calls becomes a more significant performance management metrics. A draw call is made each time a render instruction is received that requires the loading of a texture sheet to decorate the polys of the scene. I don't think the number of mdl files is relevant. Of course there is the loading impact of the graphics elements, the number of vertices for the texture assignments, and polygons, so we don't ignore them, but again, the number of mdl files is not relevant.

So in your case, I would look at your texturing concepts. As long as each box uses the same texture sheet, I believe the difference between your two ideas is negligible.
 
Yes all 3 boxes use the same texture sheet. So I guess it doesn't make much difference which technique I use.
 
I did another model with the 3 boxes, but this time created with 3 box objects (instead of 1 box object with extrusions); result 1 drawcall, 24 triangles and 48 texture vertices. It looks like extrusions cost!
 
It doesn't matter which way you make the shape, as long as you delete hidden faces/weld relevant vertices etc it doesn't make a difference how many vertices there are etc.
 
Hi,

It depends on the tools you used. If you made the mdl without drawcall batching (as gmax does), then having one model is better. Else each model is one drawcall. If you made them with drawcall batching it does not matter that much.

In general the amount of drawcalls is more important than the amount of triangles or vertices.
 
I used the FSX Acceleration SDK's XtoMdl tool to create the mdl. What tool would I use to enable drawcall batching Arno.

Thanks, Mike Mann
 
If you are using XtoMDL, then by default the drawcall batching will work (and the LODs won't), unless you have an animation as well. So in that case the drawcalls should be combined for you already.
 
Thank you for the info Arno! This model doesn't use animations or LODs (it is too simple). If I need LODs in a more sophisticated model should I use your ModelConverterX to generate them?

Thanks, Mike Mann
 
Hi,

If you want to add lods there are multiple options. ModelConverterX is one indeed. But you can also make the lod manually in gmax or max. That usually gives you best control.
 
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