The seller can turn on and off the lowpoly flag on their product , I don't think was a cgtrader issue...
I do not know, but there are a lot of Items high poly in ,,VR/ low -poly models,, and this information is not good for buyers... can someone check this think ?
I've seen products with 2 millions polygons Ready for games !!!!
The seller can turn on and off the lowpoly flag on their product , I don't think was a cgtrader issue...
Maybe can be nice to put a limit for that so if your model have more than 'n' poligons it skip the lowpoly flag...
There is a poly count filter, so you can set the limit to your needs.
There are products in ,,VR/Low-poly models,, without polygons info....this option should be obligatory!
The designer should include wireframe and polycounts of the model so that everyone can judge by looking at it. Even the models are not in the low-poly category, one can still judge whether it is low-poly by looking at the wireframe.
Anyway, any inaccurate information can be reported to the designer or as the last resort, to the CG Trader Admin.
Modern GPU's can render millions of polygons with great ease, it's the combination with complex shading and other computational elements that poses the challenges.
There are always tradeoffs to be made with respect to the data set that eventually gets feed to the targeted GPU, we must assume that people that are into real-time graphics have enough knowledge to know what models will fit their data set and have thus own power to determine if a given model is optimized enough to their needs or not.
For a stock media developer of real-time content it is always the challenge of making every polygon count at whatever level of detail he is making that content.
However, the decisions where to make the tradeoffs with regards to texel resolution or mesh density depends on the final application of the model, a stock media developer cannot know what the application eventually is going to be, but he can target it at some.
For example an anatomical 3D model of a human body including blood vessels, nervous system, all internals+ tendons and muscles, etc. would exceed 2 mill poly's very rapidly even at optimized levels, jet still it would pose no problem to display it on recent GPU's in real-time (given for example it uses basic shading and not to many other things are in the scene).
The model would fit perfectly well for some real-time educational visualization, but obviously it would contain way to many details to use it as a regular game character.
Long story short, we cannot simply set a baseline for poly count.
And as Nixonpang put it, best thing indeed a content provider can do is report in most details possible about the data he is providing.
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