So this is a 56,000 poly model.
It is one of the most poly intense model we have. This is one of our many orbital cities, this one features a drydock for capital ships. We have many of these, courtesy of EVE Online and help from Gilly6666.
So, our first test:
The goal was to determine IF EVE models would actually render in the game, and then to determine how many. This is only the start of many tests while we learn and discover the limits of the game and how things work. We will build upon all these tests to eventually determine the optimum playing requirements of the game, and the bare minimum.
Without knowing any factors of what the game could handle, we have done the first preliminary test on Cheezecake's computer.
Cheescake's computer specs:
Laptop
8gb ram
Processor: Intel Core i7-2670QM @ 2.20GHz, 2201 Mhz, 4 Cores, 8 Logical processors
Motherboard: Inspiron N5110, Dell
Graphics card: NVIDIA GeForce GT 525M
The majority of our ships are between 5,000 to 20,000 polys. Most are safely around the 10K mark. Some SSD class ships add up to about 60K poly with shadows.
Results:
Cheese made a test map. He increased camera zoom in, and cameral zoom out. He then began placing the station. He successfully tested 222 of these stations in game, with no lag. Around 403, lag was noticed.
Using the benchmark of 222, at furthest zoom, that totals 12,432,000 total rendered polys on screen.
Conclusion:
When playing the game we understand that total rendered polys is not just the models, but also the particles. So, ships, props, asteroids, stations, lasers, explosions all add up. Still, if we have a 12 million poly cap for the game, we can at least now start being more conscience of fleet sizes, population caps, and number of props added to the space maps. We are doing our best not to rush into the mod blindly, for we are striving to create a well working product and share our knowledge with all.
We are learning, and we learn more everyday.![Stress Test 1]()
So this is a 56,000 poly model. It is one of the most poly intense model we have. This is one of our many orbital cities, this one features a drydock for capital ships. We have many of these, courtesy of EVE Online and help from Gilly6666. So, our first test: The goal was to determine IF EVE models would actually render in the game, and then to determine how many. This is only the start of many tests while we learn and discover the limits of the game and how things work. We will build upon all these tests to eventually determine the optimum playing requirements of the game, and the bare minimum. Without knowing any factors of what the game could handle, we have done the first preliminary test on Cheezecake's computer. Cheescake's computer specs: Laptop 8gb ram Processor: Intel Core i7-2670QM @ 2.20GHz, 2201 Mhz, 4 Cores, 8 Logical processors Motherboard: Inspiron N5110, Dell Graphics card: NVIDIA GeForce GT 525M The majority of our ships are between 5,000 to 20,000 polys. Most are safely around the 10K mark. Some SSD class ships add up to about 60K poly with shadows. Results: Cheese made a test map. He increased camera zoom in, and cameral zoom out. He then began placing the station. He successfully tested 222 of these stations in game, with no lag. Around 403, lag was noticed. Using the benchmark of 222, at furthest zoom, that totals 12,432,000 total rendered polys on screen. Conclusion: When playing the game we understand that total rendered polys is not just the models, but also the particles. So, ships, props, asteroids, stations, lasers, explosions all add up. Still, if we have a 12 million poly cap for the game, we can at least now start being more conscience of fleet sizes, population caps, and number of props added to the space maps. We are doing our best not to rush into the mod blindly, for we are striving to create a well working product and share our knowledge with all. We are learning, and we learn more everyday.

So this is a 56,000 poly model. It is one of the most poly intense model we have. This is one of our many orbital cities, this one features a drydock for capital ships. We have many of these, courtesy of EVE Online and help from Gilly6666. So, our first test: The goal was to determine IF EVE models would actually render in the game, and then to determine how many. This is only the start of many tests while we learn and discover the limits of the game and how things work. We will build upon all these tests to eventually determine the optimum playing requirements of the game, and the bare minimum. Without knowing any factors of what the game could handle, we have done the first preliminary test on Cheezecake's computer. Cheescake's computer specs: Laptop 8gb ram Processor: Intel Core i7-2670QM @ 2.20GHz, 2201 Mhz, 4 Cores, 8 Logical processors Motherboard: Inspiron N5110, Dell Graphics card: NVIDIA GeForce GT 525M The majority of our ships are between 5,000 to 20,000 polys. Most are safely around the 10K mark. Some SSD class ships add up to about 60K poly with shadows. Results: Cheese made a test map. He increased camera zoom in, and cameral zoom out. He then began placing the station. He successfully tested 222 of these stations in game, with no lag. Around 403, lag was noticed. Using the benchmark of 222, at furthest zoom, that totals 12,432,000 total rendered polys on screen. Conclusion: When playing the game we understand that total rendered polys is not just the models, but also the particles. So, ships, props, asteroids, stations, lasers, explosions all add up. Still, if we have a 12 million poly cap for the game, we can at least now start being more conscience of fleet sizes, population caps, and number of props added to the space maps. We are doing our best not to rush into the mod blindly, for we are striving to create a well working product and share our knowledge with all. We are learning, and we learn more everyday.