GAFB: 02 - Less is more
As a games artist you are trying to make things look as good as you can with as little impact as possible on the computing time needed to draw them. Computers and consoles only have a finite amount of computational time in their CPU (Central Processing Unit) or GPU (Graphics Processing Unit).
When developing a game, the framerate is the performance measuring stick, where 1 frame is equal to the time taken to process everything. In each frame the computer or console must figure out exactly what is going on, where it is happening, what can be seen and what can be heard, then draw what needs to be seen and play the correct sound. The more things the CPU needs to do in a frame means the frame will take longer to complete.
The faster a frame can be processed, the better a game will look and sound. When you see a game running at 3-5 frames per second (fps), it looks awful - it stutters. You can often notice this happening in some racing games - at the first corner in the race before the pack is split up the console is having to compute and draw 20 cars - that’s a lot of data. It can be likened to looking at the world through a strobe light. It is generally unacceptable for games to run at any less than around 25 frames per second. With faster paced games, especially reaction based games such as First Person Shooters (also shortened to FPS, but uppercase), it is important to have even higher framerates. PC gamers often tweak their systems to eek every last framerate boost to give them that edge over their opponents.
So where does all this leave us as artists? Well, we need to make our work as efficient as possible. Sure, a highly detailed model with dozens of large highly detailed textures will look wonderful, but if the hardware can only display that one model on screen, with nothing else - no AI, no sound - then the game will not be much fun, will it? It won’t be some much a game, more of a picture. At the end of the day, you are there to make art for a game, not a game to display your art.
There are 2 hard and fast rules to remember when it comes to helping the framerate:
- Keep your polygon counts lower
- Keep your texture smalls.