Model optimization/de

From Team Fortress Wiki
< Model optimization
Revision as of 20:25, 10 May 2013 by TidB (talk | contribs) (Mistake)
Jump to: navigation, search

//Model Optimization/de //

Optimiertes Raketenwerfer-Modell
Now that there was a fine piece 'a work.
Der Engineer über Modelloptimierung

Wird über Modelloptimierung gesprochen, fällt irgendwann einmal das Wort LOD (Level of Detail). Dieser Artikel zeigt den Effekt von LOD auf die Polygone von Modellen im Spiel. Die Tabelle zeigt, welche Modelle speziell optimiert wurden und welche nicht.

Hintergrund

LOD (Level of Detail)

Hauptartikel: LOD

Die Source Engine rendert über große Distanzen Modelle mit niedrigerer Qualität (d.h. mit weniger Polygonen), um die Performance hoch zu halten. LOD-Modelle werden nicht dynamisch von der Engine erzeugt, sondern müssen als eigene Modelle in die Spieldateien eingebunden werden.

c_models

Skalierung
0-8,700
Legende
  Nicht optimiert
  Optimiert


Notes

Medi Gun and c_models
The Medi Gun equipped on its own uses w_models and v_models. When the Kritzkrieg attachment model is applied, a c_model variation of the Medi Gun is used.
Unused c_model content
Stickybomb Launcher, Bat

w_models

Chart scale
0-5,000
Key
  Unoptimized
  Optimized

Notes

Unused w_model content
Grenade Launcher, Destroy Tool, and Scottish Resistance. These items are currently being phased out.

Character models

Chart scale
0-10,000
Note: The lengths of the bars themselves are not to scale with the weapons chart. While the numbers at the end of the bars are comparable, the sizes are not.
Key
  Unoptimized
  Optimized


Hats and Miscellaneous items

Chart scale
0-5,000
Note: The chart scale is not the same as the previous lists! You can not compare the lengths of the bars in this table with bars in the other tables. You CAN compare the numbers though.
Key
  Unoptimized
  Optimized

Buildings

Chart scale
0-20000
Key
  Unoptimized
  Optimized


Update history

7. Januar 2008 Patch
  • Graphics optimizations for mid and low end hardware.

25. Januar 2008 Patch

  • Added more particle optimizations for mid range and low end hardware.

14. Februar 2008 Patch

  • Optimized some particle systems to improve performance on some hardware configurations.
  • Made some small changes to the Demoman viewmodel that were causing performance problems.

29. April 2008 Patch (Gold Rush Update)

  • Improved particle performance on multi-core machines.

19. Januar 2011 Patch

3. Februar 2011 Patch

10. März 2011 Patch

13. Oktober 2011 Patch (Manniversary Update & Sale)

  • LOD models added to several older cosmetic items

15. Dezember 2011 Patch

23. Februar 2012 Patch

18. April 2012 Patch

Siehe Auch

Externe Links