The empty Kitty model is nearly 20 MB in filesize with about 270k triangles and 580k texture vertices, producing 25 drawcalls. The static aircraft add another 360k triangles, 573k texture vertices and 16 drawcalls.
The Clemenceau model all in all has 190k triangles, 230k texture vertices and 251 drawcalls at 8.5 MB filesize.
The sheer amount of texture vertices is probably choking FSX.
- Edit:
Tried a vertex weld operation in MCX on one of the Kitty models. The program crashed when it reached its allocated memory limit. Great, eh?
Hi,
You're probably right, the amount of textured vertices seems quite high regarding triangles. I'm carefully look at the ratio "textured vertices/triangles" which is, to my point of view a good indicator of mesh and mapping optimization.
The Drawcalls number is also interesting as it may shows how graphical resources are impacted, but... (there is always a "but") drawcalls number can be hard to be read as it can be highly increased by animations or visibility conditions.
That's why Clemenceau/Foch models have such high drawcalls without specific impacts on FPS : any animated parts (blastshield, shooters, FLOLS single light parts, etc...) generate drawcall but these extra drawcalls don't impact FPS as much as "basic" drawcalls. You have the same case with 3D cockpit model and all the switch animations that increase the number of drawcalls seen by MCX without any specific FPS hit.
When I modeled my carriers I didn't have a simple "recipe" for FPS, but I tried to follow some simple rules like:
- 1 texture per static aircraft model squadron =>meaning about 6 or 7 extra drawcalls max
- low poly modeling : 500 vertices max per crewman, 5000 vertices per airplane with exception for chopper or E-2C (which are not so many on the flight deck)
- vertices welding for each of my model object to decrease as much as possible the number of vertices
- try to optimize the mapping by reducing the number of textures used and by having simple/grouped mapping structure : having a mapping spread all over the texture map highly increases the number of textured vertices, the size of the mdl and at least, it may impact the FPS
Regarding this last point, I eared that mapping and material management aren't easy to handle with Skechtup....
Regards,
Sylvain