The exact Polycount is 723.827 with 591.337 verts. I do have a low-poly interior version which spawns in one piece with 546.329/452.887 polys and verts. If requestet I could decrease it more, but the quality will be worse.
Stream size is 57MB with all tuningparts and 34MB just yft & ytd
With the standard I’ve seen for newer PLA compliant cars, you’ll need to get that under 125k polys MAX for servers with pops higher than 20 players to event consider. I know I’m coming off like a jerk, but this model looks great, if there are places to optimize it further, its a no brainer for servers to pick it up.
Texture loss just isn’t worth it anymore, and laggy cars lagging whole servers just ruin the whole experience.
700k polys is absolutely insane, you cannot be seriously saying that 500k is a “low poly” version. GTA V vehicles are at most 150k polys, nobody should ever buy this lol
thanks for your very honest feedback, we really appreciate it.
You are absolutely right, our polysize is above average, but the reason for this is that we wanted to bring out a very high quality vehicle as our first “Friendly Vehicle”.
To calm your minds I can tell you with a clear conscience that we will also release a low poly (maximum 150k).
Higher poly count doesn’t mean a higher quality vehicle. It may look nicer yes, but the overall quality isn’t any better. You should remove any option for a vehicle above 150k polys.
Yeah, whereas I do think 50 is a bit steep it isn’t because it isn’t worth it… its because I’m broke lol. At the end of the day making a whole new lore friendly vehicle isn’t easy. You’re essentially designing a car from scratch. Sure you may have inspirations or something in mind as you’re making it… Designing totally new vehicles is something people in the auto industry get paid big money to do JUST for the design. Not to mention, we have a pretty huge lack of creators making genuinely new lore friendly vehicles, excited to see it! Would love to see a sub or something down the road.
Okay, it’s very interesting that everyone here doesn’t care about looks and just wants good performance, that’s the opposite of my clients in recent years. I’m shocked
I will add the vanilla interior, that is a good idea for performance. I want to thank you @gr.zzy for giving me constructive criticism and tips on how to make it the way you guys want it here on the CFX forum.
Its my pleasure. I’ve actually been reaching out to dev’s on Art Station to try and find people to create vehicles with us and the rates are usually pretty high, about $1,200 to $2,000 per car. That means if we were to turn around an offer it to the FiveM community you would have to sell 50 cars at $30 just to break even on an average price.
It’s really difficult.
With that said, we still want cars that look good, but there are ways to make sacrifices in places that aren’t necessarily super important.
Vanilla interiors are a good start. That should cut down on a ton of poly’s already. Typically ported models have the really high poly counts, whether they’re from other games or from a marketplace like turbosquid.
Texturing, ambient occlusion, normals all go a long way to making a fantastic looking vehicle.