Why is there such a low poly count on terrain and structures in modern WoW?

I’m genuinely curious as to the reasoning behind allocation of polycount to player models and spells versus the (non-moving) world.

I’m not sure that things like bump-maps on pathways would fit with the artistic direction but compared to player model the world maps seem to be using a relatively low geometry.

A relic from vanilla I’m guessing, be thankful we don’t have console players here, at least we get player graphic upgrades unlike FFXIV, which is hamstrung with potato consoles.

1 Like

Because it’s an almost 20 year old game. We should count ourselves lucky because old MMO’s like Everquest that still get new content and expansions definitely look their age much much more then WoW does.

Since… around Mists, I would say, though to a certain extent this goes back to vanilla, they prefer to spend their poly budget on smaller, more detailed world objects, like tons of furniture or plants, rather than really complicated setpieces like buildings.

And of course, putting your budget towards characters just makes sense in the game that invented “fashion is the true endgame”.

1 Like

The other day while i was running though the forests of Azure Span, i was thinking to myself… “Man, this terrain mesh i’m standing on, need to be run though the subdivision filter a couple of times.”. /s

Though being real, it is actually about time to have Normal Maps be in WoW in full force.

There’s probably some technical advantage to keeping the terrain lower-poly like being easier for the servers to manage all the pathfinding?
I think the graphic style looks nice as it is.

to reduce lag, probably.

So the game can run on 15 year old computers.

there are people here on potatoes that can’t run modern games that at least the ps5 and latest xbox can.

Oh and mac users. I used to be a mac os “gamer”. here is how it works. every slider to the left to be basically off.

every modern gaming technology in the past 20 years…off. Anti aliasing (AA)? hahahaha, yeah, no. turn it off. anisotropic filtering settings…worry not what it means on apple. turn it off.

Yeah, the current gen consoles are amazing right now.

Just once I wish they would actually make a potato something. Like a potato mount. Get in on the internet fun blizzard

that new atomic heart was in the xbox games pass and I pulled it down. for my x series

Beautiful game really. Shame its in the dark souls mindset. well dark souls if it had a cyborged up soviet communist protagonist lol.

not liking the game play of that…pretty as hell game though.

I really love the Sony ones like Uncharted 4 and The Last of Us Part II, even though they’re last gen games, they look amazing running at 60fps on current gen consoles.

1 Like

to make you ask questions

It worked!

So that’s where all that Soviet robot sexy art is coming from

1 Like

because the game is made in wc3 editor and quickly stretched wider

There’s no reason for that stuff to be high poly. It’s low poly in most games where physics doesn’t play a heavy part with the terrain. I could see the terrain in Death Stranding being high poly since you’re interacting and colliding with it way more.
Straight, flat, solid architecture doesn’t need to be high poly. But organic stuff would prolly need to be a bit higher to account for curves and what not.

I do 3D modeling. There are design reasons to keep stuff low poly also.

It would look better

So even a toaster can run the game. Like it currently is the case.