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475k triangles? Thats more than any of my tracks on max details
And including 23 other cars, thats.... huuu....
Just a question, isn`t it pointless for such details like 500k number of polys? Who actually cares about it, 99% of us spend time in the cockpit... just thinking loud (I know I will get some others who think differently). AC is not a game that would easily eat such number of polys, as for example Grand Turismo, rFactor2, or Forza and many others. You have to think on other too, like us track makers. Its better to have better looking tracks, than cars, at least for me. You constantly look on the track (at least at the near side) than the cars, which you mostly look or your interior or someone`s back (side and front you almost never see, except in the mirror, which makes the car look worse that it actually is).
Btw, what are the numbers for the other level of details?
Hi Mitja
Seems you have a lot of questions or concerns,
ill start with pleasing the 99% of us who spend most the time in the cockpit,
here is the stats from the most detailed car kunos ever made in AC,
the entire cockpit_hr is around 65,000 triangles as we can see above.
but if we compare this to what I just made what is currently completed ingame as of now,
its roughly twice more detailed sitting at 125,000 triangles,
so basically straight away according to you I just pleased 99% of users out of the box,
because its twice more detailed than any other official content or mod ever made for AC,
there is just simply too many settings and features to go over and explain its a long list,
like for example on this car I made there is 2x TCAMS,
I have never seen 1 single formula car in any game all my life with just this 1 single feature,
so basically if you made a car completed at say 300,000 triangles,
just adding the second TCAM would make it roughly IDK lets check 301,500 triangles,
so straight away its getting higher and higher each time you do something different or unique,
it just spirals and grows as we know.
you could build a track 400,000 tri, then go and add really nice 3d grass everywhere as a luxury detailing but obviously it will effect the tri count somewhat,
basically what as happened here the car is covered in 3D grass.
most cars have just 1 rear wing option, these things are never that high flaps ect,
but here we have 3x animated wing positions, HD-MD-LD, so a lot of things happening,
yes not a major detail in triangles but still effects the overhaul count none the less,
animated nose cams that switch positions, animated flexing front wing never seen before on a formula car, not in this game anyways, tire blankets that show on the car when you load the game,
temperature gauges on the suspensions showing digital readings live ingame,
RGB Color displays with Red, Green and Blue fonts again adjustable ingame for the players,
fully animated suspensions including dampers and springs, just adding this alone was crazy amunt of work, never mind the 1000,s of UV and now 149 textures I believe last night made some tweeks before I went to bed,
its not just the tri count its the sheer sheer amount of details and textures and animations and settings,
with no doubts at all in my mind currently as of now, this is the most detailed car ever created for simulation in the world, no doubts at all about it,
but yet ingame performs the same as official content,
so if the details are out of this world and the performance is the same what is wrong with that ?
I could go on more but really busy.
EDIT///
Sorry I forgot to add the belts, yes its more than double the triangles of the most detailed car released as official content. 135,000 - 65,000 .