I’m sorry to ask, thetoucher, but on the following link I found this written: “Keep an eye on the vertex/triangle count. The hard limit is around 100’000 vertices, because the slowest currently used graphic cards cannot handle anything beyond that.”
@memonick no wories at all man. The short answer is I don’t manage anything: I just build stuff to run on my PC (a decent 2 year old rig) while always keeping in mind the limiations of older (and newer) machines that I hope to target. It helps to have an idea where bottle necks and problems might arise on other hardware, and carefully balancing the resources you have at your disposal : RAM, CPU & GPU.
As for vertex count specifically, I personally feel 100k is a bit concevtative for the hardware I target (what @Sploreg said), and I’m of the opionion that with modern hardware poly count is no longer a concern (within reason), so I personally don’t pay much attention to my poly count beyond not being wasteful. The count in this scene is dilliberatly high as a result of some optomisiations I’m trying… I’m generating excess verts in the early loading phases and leaving them on the GPU for later use… so that vert count could, and probably will, come down eventually.
@memonick said: @thetoucher, I just saw something and thought you might want to fix. In the last picture (coloured ogre), the hex 's textures are not seamless.
Cheers, it's been on the fix list for a while now.