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FSXA New rigs. Polygons limit ?

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44
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france
Hello all ...
I'm working on a "vintage" one.
This means just today, and she is not finished:
maybe 90.000 polys ...
witout the pilot(s) ...
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The question is:
How far can we go ?
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Every day, after a modelling session, I always make an export and a FSX test.
My rig is a low one (IE5 and a low ATI 5xxx).
And I still have my 25 fps.
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For sure, I stay in VFR without any traffic.
But ...
My question is:
Without any regards on scenery.
Just the plane.
What is the worst ?
Polys ?
Textures (1024 / 2048 / 4096 ...) ?
Draw calls ?
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There she is

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And I like this kind of detail

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So to resume.
As lot of you are actual modellers.
Your advice will be welcome.
On the limits and why.
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Daniel.
 
Some FSX models have in excess of 600000 polys, so there really is no limit.

But you can only map 65000 polys at a time to a single texture sheet and the number of texture sheets used determines the number of drawcalls and thus performance of the model in FSX.

Texture size does not matter, you can safely use 4096*4096px size textures. Most modern hardware can handle those.
 
About 3 of us (or more) have hit crashes in system memory where the exporter cannot handle over say 500,000 Polygons. I think mine began crashing at 513,000 Polys. I think Otmar's was close.

This is for the FSX Gmax compiler. I do not know about the Max exporter. Also, a gentleman named Ian created a new compiler that is 64Bit and can handle super models with mesh up to 1,Million Polygons, using Prepar3D / Max Compiler elements.



Bill
 
Don't worry about the poly count as much as your vertices. So you can have 500,000 polys, no problem. But parts like your tentioners create high vertices. My limit was 9,000 polys' for all 50 tentioners. If i add any more i would break the limit. And it did not matter if i split up the parts on multiple materials in Gmax as Heretic stated. Although that rule still stands. It seems that over modeling really small parts will cause the vertices count to scream!

I found parts like hooks, rings and small round parts add up to high vertices. The limit is 65,000.

Nice plane! i just finished the Thomas Morse Scout

TMS.bmp
 
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Thank's all for your kind words about my tentative.
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I think I could now close my "polys counter windows" !
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And give my Photoshop somes "solid" ones to eat !
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But as "Delivery Guy" said the smallest things eat the most.
My tensionners were about 1800 p each !
There are now 450 p ... For almost the same visual in FSX
Really more easy to keep all of them on the same texture.
And the " maxi buff" message has disapeared ...
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I've take look at the "Thomas Morse scout".
The "Turning engine" is a great one !
Even if the "Youtube" limits are there...
Perhap's I'll take it in my hangar ...
But in the same time feeling as a "Spion" ? ;-))
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Have all a nice Sunday (perhap's rainy ?? ).
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Daniel.
 
I put tons of Polygons in small parts. Its the new freedom of having this ability that makes the planes all the more better.

Note that on Vertices counts, which FSX seems to be focused on, that if a cube is totally smoothed, it will show as having 8 Vertices. But if it is non smoothed, with flat surfaces all about, then each plain (polygon surface) has its own vertices, which means the compiler makes 'more' Vertices for the new, different smoothed surfaces, so a cube with all 6 sides flat (non smoothed, or different smoothing assignments), then you have 24 vertices, compared to 8 before. So smoothing has A LOT to do with vertice counts.



Bill
 
Also, the 65,000 Polygon count limit in FSX is for Materials 'only', not overall limits. So, when you max out a Material with polygon counts, the compiler crashes and says '65,000 limit is maxed out', then in the Material Editor, click on that material that has maxed out your counts and click 'Copy' and make a new Material. Change one slider by like 1 degree, then take half of those parts that maxed out your material and assign them to the clone secondary Material.

Done..! Continue modeling.


Bill
 
In my case it always say like 76,000 vertices. So it shows how much i was over. If i had reduced the smooth i would make the limit. Now that i read your other post i know now it was using a level of 45 on the smoothing effect . So 15 to 20 works good.

For copying a new texture map, i never have broken that limit. So that's why i always wondered why it never solved my issues. Cool i think i have no error's to worry about in the future. thanks for the smoothing tip!

Thanks Daniel for liking my Thomas Morse.
What does "Spion" ? ;-)) mean?
 
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Hello,

For sure the 65 K limit on a texture make appear a warning when compiling.
I don't have seen any issue in FSX nor crash in Gmax...
But these kind of message alway stresses me ! ;-))
Even with auto And manual incremental saves (Tenth of them).
I had a corrupted file 5 mn ago and who know why ?
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For the " Spion", this is a "Bing translation".
Not so good it seems... :)
Maybe "spy" ?
The kind of man who don't search by himself.
Just take other ones work or idea.
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My Week End stay rainy but easy comparing your East Cost.
Thinking to all affected peoples.
(Out of topic I know).
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Daniel.
 
There is a + sign on the save to save in sequence. If you get too many corrupt files, then you need to find the one poor part that is causing it to not save.

Here is a trick. Open a new scene. Then merge all parts from corrupted scene.
the part that is missing in the new scene was the corrupted part.

Some times it will not let you merge. If it's a single part issue. Then it will.
And this saves you time on finding it. Usually it's the last part your working on.
Start from scratch on that part.
 
Just turn on the bloody "auto-increment" then you won't have to fiddle with the "+" button, or even remember it... :cool:
 
For the "auto incremental save" :
When you know where you've to search ... ;-)
Thank' s Mr N4Gix !
This is now "on".
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This kind of feature remind me my "Autocad 9" in.. may be 1992 ...
Also a "3d Studio" without the " max" at the same period ...
You certainly know: It was one of the first able to "share" on multiples computers.
Beginnings of the "affordable" parrallel tasks on PC ...
Tricky job to have tenth of PCs rendering one image ... :-)
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But they have these kind of functionality...
Most of "modern" have lost this.
No sure is a "progress" ;-))
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But it was old time ... ;-)
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Back to the present...
I've this kind of message:

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I'll go for "hunting the bad boys" ...
They says where they are ...
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It's the last one which ennoyed me.
I've the same on other planes...
And I don't really understand the meaning.
In the Gmax world ...
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On a other hand I've never had any bad effect in FSX ...
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For all: Your Knowledge and your share was / is / and will be / a gift ...
Accept my thank.
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Daniel.
 
Ignore the "deprecated" message or just swap out the "rudder_key" tag for the "rudder_percent_key" one (or so).
 
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