Here is the link:
Thanks for the link. Actually the triangle count is not as bad as I thought, the loc just consists of ~10,000 triangles (which is absolutely fine for something like this). The model file itself (the .3ds file) btw. just has a size of 420 KB.
This model uses proper UV mapping, with some adjustments it should be possible to just use 2 textures (i.e. split it into 2 submodels). If the interior doesn't matter for you, it would be sufficient to just use a single texture (i.e. you don't have to split the model at all) ![]()
All I want to do is add some traffic lights,dumpsters,containers,fire hydrants and some trains in different sections of the city for decoration
Basically that's no problem. Especially smaller models (e.g. a fire hydrant) often just consist of 1 texture.
the triangle limit is for the total amount of models added in the game
It's just for the total amount of models that are visible simultaneously.
I can see at least 70-80 trees
Unfortunately you can't compare it directly... when trees are further away, just a simple tree model (consisting of just 8 triangles) is rendered. Those trees are also baked into the environment, so the tree and the ground are one single mesh. Eventually we can offer some sort of LOD control for models in the long run, but the first release of the API won't have something like this.
Triangle count btw. is not the only factor that influences performance. More important is the amount of total objects that are visible. Having 1000 objects with just 10 triangles per object is much worse than having one single object with 10,000 triangles.
Thats why I wonder how bad it could possibly be
Well, in singleplayer it's not a big problem. It's always important to have an eye on triangles and total object count. The loc with 10,000 triangles is fine, if you place 10 of them at the same place (and maybe more locs 1 mile away) you don't run into any issues at all. But when having a houseplant consisting of 500,000 triangles, and you place 10 of them in your house, you will definitely see an impact on performance (always depends on your hardware ofc) ![]()

