Is there a reason he doesn't buy sight stones? Also what role is he? Usually the support is delegated to that and sometimes the ADC may buy a pink ward occasionally too.
I'm just here stumped wondering how I would go about making a plastic material for my waterbottle
I think about making a transparent layer but then I would need to make another cylinder within for water but then physics would be needed if the bottle were moved
@TheMuffinCoder Not likely. LoD is a different thing. detecting how much memory a gpu has and adjusting textures to fit would require some restrictions on when you can create new textures, otherwise it would adjust to fit just under the limit and you'd be like "lol here have a new texture" and it would have to resize everything just to fit the new one.
@Almo For some reason it feels like every game I play Leona I get curb stomped. I mean my engages are not the best but I just don't know what I'm fucking up or if it's just the team. I have a few match recordings I'm going to upload and post on /r/summonerschool and get some feedback though.
I played a ton of Leona, so I can only say that the most important thing as her is to know when to engage, which which person most needs to be CCed in teamfights.
I think in new AAA games "ultra" textures are usually 2k or 4k square (with some variance. you don't need huge textures for small objects.), and it goes down from there
4 GB isn't really that much. you can only fit 64 4k textures in that space if they're uncompressed. (less than that, since memory is used for other things too) I think opengl can use some sort of compression but I'm not sure how it works.
you can fit 256 2k textures though, and 1024 1k textures
I wish I could go to the blender chat and ask but it's pretty dead over there and i dont want to be that one guy who randomly comes ask a question and never comes back
800 is nothing, unless you plan to put 1k or 10k of them in a scene, and even then it's probably not a problem as long as you can do it all with one draw call, either with instanced rendering or just combining them into one mesh.
assuming you have no idea how your models might be used, as a rule of thumb you can estimate there will be a few hundred thousand or a few million polys in a scene, then figure out how your model might fit into that.
that I'm not sure. I don't do mobile dev. I'd guess tens of thousands instead of hundreds.
in that case 800 (or whatever your poly count is. 800 is the vert count, right?) miiight be too much for a background object, but I doubt mobile devs would add something like a water bottle anyway unless it was functional somehow.
honestly though, these are extremely vague guidelines. there are so many factors that go into performance, and this is usually one of the least important of them all.
I know it's easy to see poly count as an easy number to "optimize", but if you just learn what normal maps are and use them when possible, your poly count will be fine 99% of the time.