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What is a Poly Count?
(or Polygon Count)
Non-Maxis or
New-Mesh bases (objects with a different shape from the stuff that comes with
your game) are often referred to on Sims websites as having a 'poly count' -
this is usually given as a pair of numbers (faces &
vertices)
The simplest answer is the higher the numbers go, the more
complicated the object is, therefore more your computer has to work when you add
that object to
your game which can lead to problems.
The more technical
answer is that these numbers refer to properties of the object mesh. The 'mesh'
is the 3D wire-frame that gives the object its shape, the vertices are the points
where the 'wires' meet, the faces refer to the spaces in between, these points
and faces together make up shapes or polygons, your computer needs to calculate
the coordinates of each of these polygons when your game is running so it knows
what to display where.
For
Parsimonious New mesh objects we give 3 values for the Poly
Count.
-
V = number of vertices
-
F = number of faces
-
T = number of tiles
You
can see by hovering over the traffic light
poly count button in the single item
information: in this example this item is what
we consider to be a medium polygon object with
1568 Faces (F) 1780 Vertices (V) and it
occupies 2 Tiles (T) in game.

The numbers
for individual objects don't really matter by themselves, however the totals of objects in a
particular space (the lot you are currently playing) does, here is a simplified
example showing how the use of objects in a limited space affects your
game.
Here we have a 6
tile space in which we have placed a double bed which has 4000 vertices and 4000
faces, it is the only object occupying the space therefore the total polygon
count for the space looks like this - each grid square represents one game tile
:-
1 Object. Total = 4000
vertices, 4000 faces
Here is the same
space which has a different selection of objects with 4000 vertices and 4000
faces each (the same as the bed) - the end result is that the same space
can give your computer much more work to do simply because the smaller objects
add up to a much larger number of polygons:-
Table + Lamp |
Statue |
| Chair |
Desk |
| Plant |
Desk |
6 Objects. Total = 24000 vertices,
24000 faces
The total is much higher in the
second example for the same space so your computer has to work harder. Obviously
you have a lot more tiles than just 6 on a lot which means if you have lots of
high polygon objects on a lot then your computer can get really busy trying to
display all your items.
So what is a 'good'
poly count?
Well according to
Maxis around 800 vertices and 800 faces or less per in-game tile is the ideal,
this is pretty hard to achieve with most objects, they couldn't do it
themselves, many Maxis items have much larger counts than this. A lot of sites
put out objects which have thousands of polygons, counts over 10000 and even
20000 are surprisingly common - of course with such high levels of detail the
objects look gorgeous in the previews but unless you've got a really good
computer these will likely bring your game to a crawl.
I
would suggest the closer your computer is to the minimum system
requirements for The Sims 2, the more you need to be concerned with these poly
counts - if you have problems with very sluggish game play and your game
settings have already been optimized as much as possible then try and ensure you
do not add items of more than 3000 vertices/faces per tile to your game or try
and use high polygon objects sparingly.
How can you tell if
an object is high poly before you download it?
If in doubt ask the
website you're downloading from to give you the above information about
their objects, or alternatively
If
the site doesn't provide this information or
when you ask they give you a response along
the lines of 'er... what?' then you might want
to avoid using their objects. Many sites who
use meshes they didn't make put out objects
which are really too complex for The Sims 2
which is a low poly game and if the creator
doesn't understand the issues involved in poly
counts then they may be making other more
important mistakes which could put your game
or even your computer at risk.
If
you're determined to have a particular object
anyway you
can install SimPE and
find out the polygon count for yourself, open the object with SimPE,
on the left pane look for the 'Geometric Data Container' (GMDC) - click on it, in the
bottom pane click on the 'Plug-in View' tab and you'll find the vertices and
faces values displayed in the bottom left corner. Remember to take into account
the number of game tiles the object occupies when considering the numbers
displayed.
Will my computer
crash if an object is too complicated?
What is likely to
happen is your game will become increasingly slow or even
become unresponsive (frozen or 'locked up') after placing an object with a very high poly count. Generally speaking if you
want to use objects that are particularly complex then do so on a smaller lot
with less Sims, keep the rest of the furnishings simple, don't put too much
furniture on the lot but be prepared to ditch the object if game-play is too
sluggish. As you can hopefully see from the grid examples above, how you use
the space on the lot does make a real difference to what your computer needs to do
and therefore how it will perform.
That said, your game
shouldn't be irrevocably damaged by using an object with too high a polygon
count - simply remove the object from your game files, any instances on existing
lots will be replaced by a Maxis item of a similar type.
I have a Sims 2
website, can I link directly to this page?
Yes
certainly - the direct URL for this page is
http://www.parsimonious.org/faq/helpo2polycount.shtml
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