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# Polycount

Polycount is the number of visible polys that the game has to render on-screen.

Use the STAT RENDER command in the UT2003 Console or UnrealEd Console to see polycount.

Use zones and antiportals to for Map optimization.

## Polycount limits in UT2003

Technically, there is no polycount limit. But current hardware effectively imposes a limit on mappers.

Current estimates puts that limit at 50,000 polys:

> I've notice that the built in maps run well with the triangle limit below 50,000 and start running like crap around 75,000 – SlickWilly (from a thread lost in the BU forum crash)

Foxpaw: Do these numbers include static meshes as well? They draw much more rapidly than a regular mesh or BSP with the same number of polygons.

Fat Marrow: I believe this is the poly limit specifically for static meshes (I think the limit for BSP polys in UT2003 is not far off the limit for UT polys)

inio: DM-Injector (from the bonus pack) has incredibly high poly counts in places - 160,000 and above. There's at least one place where it hits 200,000: in the room with the window to the ... um ... "injector" thing, facing into the larger U-shaped room (where you're on the 2nd floor). Wiggle around a bit and you should find the spot where it's 200,000. I think they can get away with this because it's a: a reasonable number of very high-poly meshes, and b: lots of the same meshes. I'll put up a screenshot if there's anyone who really cares and can't find the spot.

## Polycount limits in UT

- 150-200 for hardware of the day (1999).
- 300-400 for 2002 hardware

## Related topics

- Node count
- Polygon
- Map optimization
- LevelOptimization - The UDN's level optimisation page.

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