racofer
Thread Incliner
http://www.reddit.com/comments/epkr5/this_is_how_badly_optimized_tf2_has_become/
What a joke Valve has become. Do they hire monkey or mexicans to code that shitty game of theirs?
- The new resupply closet (seen in Medieval mode) has a total of 31031 polygons. This is roughly equivalent to 3 payload carts, 9 regular resupply closets or the entire central machine on Nucleus. This closet has no level of detail models, which means it does not render less polygons at a distance. This is true of almost all the new weapons in the game, meaning that a soldier will be rendered with less polygons at a distance than his Direct Hit. Lowering your model settings will do nothing to help this, as there are no lesser-detailed versions of the new models they will always render at the highest detail.
Looking away from the new supply cabinet, at 125fps: http://imgur.com/MAaIV.jpg
Looking at the new supply cabinet, it drops to 72fps: http://imgur.com/4vloW.jpg
Two links with more interesting info: http://dl.dropbox.com/u/1281220/levelofdetail/index.htm http://dl.dropbox.com/u/1281220/levelofdetail/page2.htm
If you see a sniper across the 2fort battlements, his sidney sleeper weapon model alone is accounting for 86.7% of that players polygons. In the unlock distance image, the 18 character models together are 30752 polygons. While a Ambassador + Huntsman alone is 32006 polygons.
The Direct Hit has over 19,000 polygons. These are all rendered no matter what distance you are from the soldier carrying it. By contrast, a rocket launcher at long distance only renders 840 polygons.
This info and screenshots were taken from this thread on tf2maps.net
What a joke Valve has become. Do they hire monkey or mexicans to code that shitty game of theirs?