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by blaenk 3007 days ago
I think that's just a matter of how many subdivisions/polygons they decide to devote for those assets. For example, that bucket is pretty inconsequential in the overall scene so they can save some polygons on it, to give more toward something like a character or weapon model that is more prominent, more of the time, since more polygons means higher storage and computational requirements.

Something like tessellation [1] can be used to dynamically tune how many subdivisions to give a model based on certain parameters, such as camera distance.

[1]: https://en.wikipedia.org/wiki/Tessellation_(computer_graphic...