Please go into detail, because I'm not quite following you![R-DEV]Rhino wrote:I'm sorry splatters, I didn't realize you had years of experience in this field like some of us do to make this kind of judgement....
I'm not going to bother to go into details on why that statement is so wrong but if we took your approach then PR would be unplayable and hardly any more detail now just due to wasted polys...
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
My approach on this matter btw is as follows: Optimization is of course absolutely crucial, I used to have to run PR with <20 FPS constantly and it was torture. But the last thing that needs to be optimized are the LOD0s of vehicles and weapons (which will not even render on lower graphics settings, right?) - there are far bigger issues to be addressed than arbitrary polygon count limits on vehicle models. You could have a ridiculous amount of vehicles on test_airfield and it'd still run fine, but Fallujah -even though one of the best maps in PR- runs like **** with no vehicles at all.
Tbh, I don't think the model will be altered much or at all at this state, though can't speak for Ukkis. The LODs of course are a different thing, they don't even exist yet. Out of curiosity, what areas would you have optimized better or baked to normal maps other than the wheels?