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Post by collin2 on Oct 4, 2019 22:39:53 GMT -5
Are high poly meshes safe to use if the computer is strong enough?
I've been out from simming since sims 3. Now I'm seeing a lot of high poly meshes everywhere, CC wasn't like that when I was playsing before (High poly meshes were common only in hairs). I know high poly count can cause slowdown and other issues, but now they are in almost every CC. Can The Sims 4 handle high poly content better then past sims games?
Everytime I see a high poly mesh I want I decimate them in blender and bring them back to s4studio. Is this really necessary? My game has a good performance since my computer is strong enough but I'm not sure if the game itself is capable of handling extreme high poly counts.
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Post by mauvemorn on Oct 5, 2019 2:50:37 GMT -5
Hi. Decimating meshes is a bad idea. It can mess up uvs. If the mesh is not above 20k polygons, then don't worry about it. My old computer can handle hairs up to 40k, so yours should be okay.
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Post by collin2 on Oct 5, 2019 7:24:34 GMT -5
Most hairs and clothing are above that. I decimate for Lod1, 2 and 3. I don't think messed up UV maps would be a problem in that distance. What do you think?
I was doing some tests, it seems sims4 doesn't use lods like sims 3. I don't see Lod 2 and 3 if my settings are in ULTRA. I play in ULTRA only, so, doing LOD 2 and 3 wouldn't be a waste of time? I'm not sure how LODS work in sims 4.
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Post by mauvemorn on Oct 5, 2019 8:17:14 GMT -5
If your pc has no problem smoothly running a game on ultra, then you probably should not worry about polycount at all.
If my memory serves me well, on ultra the game switches to lod1 only when you are as far as you can scroll away. On the lowest settings it uses lod0 only up close and in camera mode
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Post by collin2 on Oct 5, 2019 9:28:56 GMT -5
Great! Thanks for all the info
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Post by collin2 on Oct 28, 2019 12:34:41 GMT -5
So, I'm still crazy about the poly count. I can't help my self. Some creators are so lazy and I'm afraid they could explode my game. I do all the LODS that are missing. I've downloaded a piece of clothing from EllieSimple (TOP only) that has 60k polys in ALL LOD files. I don't think The Sims 4 engine could handle that. I'm fixing everything and doing all the missing lod files. S4studio takes so long to import high poly meshes, is that something related to my computer or S4Studio doesn't work well with extreme high poly counts?
Off topic: Why creators are so lazy? Blender decimates meshes so easily. It's not a pain in the ass like in Milkshape era. I can't understand. Missing Lod files nowadays are inexcusable!
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Post by mauvemorn on Oct 28, 2019 16:00:54 GMT -5
No, 60k in not appropriate for any lod or cc item, they will crush the game for many people.
As for being lazy, people will download their custom content regardless. Many cc creators have patreon/tsr/simdom/ linkshortening accounts and need to update often to make money. Also, most creators watched one or two tutorials from, like, 2016 and never bothered to continue learning or improving.
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Post by collin2 on Oct 28, 2019 17:46:24 GMT -5
Thanks for the answer. And about that part of the long time for s4studio import high poly meshes:
S4studio takes so long to import high poly meshes, is that something related to my computer or S4Studio doesn't work well with extreme high poly counts?
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Post by mauvemorn on Oct 29, 2019 3:56:53 GMT -5
Oh, i forgot to anwer that. I don't know for a fact, but it is most likely both. I mean I doubt developers would be working on speeding up the processing of dense meshes when that is not something one should be using in the first place. If s4s will be able to load it reasonably fast doesn't mean the game won't crush. And your pc, of course, my Blender tends to lag from files this dense, so you're lucky your pc is strong enough to even work with them.
And now that i think about it, some cc creators really choose to wait this long instead of spending a few minutes on decimating meshes. One has to laugh
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Post by collin2 on Oct 29, 2019 12:03:58 GMT -5
I was an active creator when sims 3 came. Making Lods was very difficult since you couldn't decimate without bone assignment loss. Today I really can't understand the absence of LOD files, since Blender is smart enough to keep the bones in the correct place.
If you import LOD0 through S4STUDIO, save and then open the package through S4PE you can quickly replace the other LODS using the LOD0 SIMGEOM file extracted, maybe the lazy creators do that, it's pretty fast.
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