As the original raw format of DEF is concerned ,

Reverse engineering it wont be as beneficial to game performance.

because it uses separate cubes or portions of cubes to build the levels.

the more separate models u have will hit performance no mater what engine your on.

if you combine them to single model or reference them, sure you'll get a better performance.

but u still have more polygons, and more vertex, vs. the method I'm using to rebuild the level.

I'm doing a totally closed model which cuts down on polygons and vertex more than 60% from the original Def format.

imagine the each cube inside the def format.

I have no idea how many cubes are in jade gully lets say its about 100 cubes. I know theres gata be more than 100.

now imagine that each sides of the cube ,

lets say it has 4 sides, 2 being deleted (back and bottom)

each side is not connected to the other, they are 4 separate planes. thats 8 triangle polygons

and each side holds 4 vertex each. 4 x 4 = 16... now thats 16 vertex for all 4 sides

so

100 x 16 vertex = 1600 vertex.

and

100 x 8 = 800 polygons

lets compare that to the way I built the model

since I didn't use cubes,, just sides of cubes , and since there all welded. 1 side connecting to the other does not have double vertex per side when by side. each vertex is shared

100 cubes worth of mass.

1 cube Worth of mass on my model is = to 1 side each cube mass....which is 2 triangles, which is 4 vertex total.

so

100 x 4 = 400 vertex..... than minus a percent of shared vertex (which I have no clue on the numbers and theres even less than 400 vertex.)

and 100 x 2 = 200 polygons

, I may be a little off with the math , but ahh well.

This post has been edited by **Andrew75**: 16 December 2009 - 05:31 PM