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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
LodMesh polygon limit?
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
LodMesh polygon limit?
What is the polygon limit of a LodMesh in Unreal Engine 1, if any? I'm just curious, since it appears that the Horizon engine supports only a pathetic 64 polygons per model and anything more must be split into several meshes... And it was created about 1998 too...
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: LodMesh polygon limit?
Judging by the headers the maximum possible is 2^32/2 {2147483648}
Of course the renderer probably would fail long before that many..
Code: Select all
// LOD-specific objects.
// Make lazy arrays where useful.
TArray CollapsePointThus; // Lod-collapse single-linked list for points.
TArray FaceLevel; // Minimum lod-level indicator for each face.
TArray Faces; // Faces
TArray CollapseWedgeThus; // Lod-collapse single-linked list for the wedges.
TArray Wedges; // 'Hoppe-style' textured vertices.
TArray Materials; // Materials
TArray SpecialFaces; // Invisible special-coordinate faces.
// Misc Internal.
INT ModelVerts; // Number of 'visible' vertices.
INT SpecialVerts; // Number of 'invisible' (special attachment) vertices.- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: LodMesh polygon limit?
Hmm, interesting, so that means you can create as high-poly models as you wish... That+proper collision opens possibilities...
Though it would be interesting to see how many polygons each renderer supports.
Though it would be interesting to see how many polygons each renderer supports.
Last edited by GreatEmerald on Tue Mar 09, 2010 9:12 pm, edited 1 time in total.
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: LodMesh polygon limit?
A few UT2k4 models is enough to notice the slowdown. I'd say 1/4th of a UT2k4 model is as high as you'd want to go.
UT3 models slows unreal down to a crawl.
UT3 models slows unreal down to a crawl.
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: LodMesh polygon limit?
That's interesting, is there a reason for that? UT3 models in UT2004 don't seem to have that much of effect on performance.
- Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: LodMesh polygon limit?
UT3 rocket launcher and Linkgun models don't slow me down in Unreal at all o.o
- []KAOS[]Casey
- OldUnreal Member
- Posts: 4497
- Joined: Sun Aug 07, 2011 4:22 am
- Location: over there
Re: LodMesh polygon limit?
Yeah well i'm on a p4 2.4 ghz, ass 
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am

