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Simmerville's avatar
Simmerville
Seasoned Ace
2 years ago

How can I detect if CC has too high poly count?

I know I can check this in TSStudio, but I'm not sure at what numbers I should get alarmed. In the past I did not keep CC with high poly, but game is lagging and if there are still poly-heavy CC, I intend getting rid of those.

I already reduce number of swatches to about 5 or 10 per object. I'm grateful that creators some times add a ton of swatches, because then I can choose which ones I'll keep, and get rid of swatches I most likely well never use. Other simmers will choose differently.

Are there other aspects with CC that can cause lag, other than poly, file size and file name?
  • SimplyJen's avatar
    SimplyJen
    Rising Spectator
    This MTS thread might be helpful from 2019... It does mention TS4 polycount.
    https://modthesims.info/showthread.php?t=622487


  • "Simmerville;c-18276946" wrote:
    "SimplyJen;c-18276833" wrote:
    This MTS thread might be helpful from 2019... It does mention TS4 polycount.
    https://modthesims.info/showthread.php?t=622487


    Thanks, that was a useful read!

    I've begun a big search in my cc, looking for high poly, and I just discovered a sofa that is used in a laging lot has the amazing poly of 70000 ! :open_mouth:

    Also found a wedding veil with the poly around 90000 (very simple veil so I don't really understand how poly can be that high, but as long as no sim on the lot is actually wearing it, it should not really cause game lagging?

    It's a tad confusing though that say a huuuuuge painting has the poly of about 50 (pretty flat shape I guess) but with enormous file size due to the images. Somehow I feel the game takes easier on "Low poly + big texture file size" than "High poly +small texture file size/few swatches".

    Moving those big poly objects temporary out of the game, they might still be used for smaller lots or specific settings for story telling etc. Just not in my biggest cc packed lots :)




    You need to look out for anything with curves that looks too smooth in game. People are making fun of this low poly seagull, but frankly it doesn't need to be higher poly, because it's a very small game detail. With square looking objects you don't really visually see the polycount, but if rounded looking objects look too round and their curves are too smooth, and they have 3D details, they are most definitely too high poly.

    https://64.media.tumblr.com/4d4eba8ecce9e85443785e85d4adf8ac/ef21b4f4c33b4a99-8d/s500x750/c370129a792d7d569de3d214ca5f50283c8e6c7c.png

    Here's a model of a low poly seagull, it looks a lot like the one we have in game. The polys, are the flat faces you see making up its body, when you increase the polycount, there are more faces and they are smaller in size and help give the appearance of a smoother look.

    https://www.cgtrader.com/3d-models/animals/bird/lowpoly-seagull

    https://img1.cgtrader.com/items/2140332/765caba328/lowpoly-seagull-3d-model-low-poly-animated-rigged-fbx.jpg


    And here is another low poly seagull, at 781 polys. This one however has more polys than the previous one, and it looks more defined and smoother and rounder.

    https://www.cgtrader.com/3d-models/animals/bird/low-poly-cartoon-seagull

    https://img1.cgtrader.com/items/2261236/78c5ec0f62/low-poly-cartoon-seagull-3d-model-low-poly-obj-3ds-fbx-stl-blend-dae.jpg


    This seagull has even higher polycount, with 11.636 polys. Check the link to the model so you can see also the wireframe images, where the polys are more clearly visible.

    https://www.cgtrader.com/3d-models/animals/bird/common-gull-hd

    https://img1.cgtrader.com/items/2334391/317bdd0fd0/common-gull-hd-3d-model-max-obj-3ds-fbx-c4d-lwo.jpg



    And then there is this one, where you can see they modelled every single feather, and the polys are so many and so compact, you can barely make them out on the wireframe image. It says in the description that this model is intended for printing on a 3D printer. If someone were to somehow get this model for free and make it into Sims 4 CC it would crash your game.

    https://www.cgtrader.com/3d-print-models/miniatures/figurines/seagull-b9cdfc71-296a-4ed4-af18-4fb2171bffed

    https://img-new.cgtrader.com/items/2673644/51eb583417/seagull-3d-model-obj-stl-ztl.jpg

  • "SimplyJen;c-18276833" wrote:
    This MTS thread might be helpful from 2019... It does mention TS4 polycount.
    https://modthesims.info/showthread.php?t=622487


    Thanks, that was a useful read!

    I've begun a big search in my cc, looking for high poly, and I just discovered a sofa that is used in a laging lot has the amazing poly of 70000 ! :open_mouth:

    Also found a wedding veil with the poly around 90000 (very simple veil so I don't really understand how poly can be that high, but as long as no sim on the lot is actually wearing it, it should not really cause game lagging?

    It's a tad confusing though that say a huuuuuge painting has the poly of about 50 (pretty flat shape I guess) but with enormous file size due to the images. Somehow I feel the game takes easier on "Low poly + big texture file size" than "High poly +small texture file size/few swatches".

    Moving those big poly objects temporary out of the game, they might still be used for smaller lots or specific settings for story telling etc. Just not in my biggest cc packed lots :)
  • These are TSR's guidelines for uploads, that might help give you some guidance. It's a bit difficult to figure out sometimes since it'll also depend on your computer specs and what it can handle. This might be a good reference point.

    I'll give you my personal CAS guidelines that I use for stuff that my Sims wear / use all the time:
    Hairs: Nothing more than 15k
    Fullbody CAS: Nothing more than 25k (I have one 36k piece but I only use it for story scenes.)
    Accessories: Really depends, normally nothing more than 2k, 3k at a push.
    For BuildBuy I generally don't go over 10k polys at most.
    As a general note, I won't download anything that's over 40k, whether it's CAS or BuildBuy, or if it's a temp story prop or not.

    On a side note, if there's some CC you REALLY want in your game but the polys are ridiculous, you can knock some polys off of it in Blender and it isn't too difficult. (Though I don't really blame you if you don't want to spend time fixing other people's CC so it doesn't fry your PC/laptop.)

    =This person goes into how to do these things to help lower polys using Decimate, which reduces mesh polys. It also goes into using 'Merge by Distance' which gets rid of unecessary extra bits, sometimes you can knock off 7-10k polys just by doing this. (This mentions TS3, but the Decimate and Merge by Distance is still relevant.)
    If you want to do this, also a note that older Blender versions, Merge by Distance is instead called Remove Doubles.

    Also, special characters in .package names can cause lag (certain symbols etc.) You can speed-remove these using Bulk File Rename Utility. However, be sure to only use this on CAS /BuildBuy and not your actual mods, apparently it can mess with mods (I guess mod scripts referring to mod file names and such.)

    - When you go to the relevant folder to do this in Bulk File Rename Utility, select the file names you want to change, then where it says Remove, check 'Sym' and then go to Rename in the bottom right to get rid of symbols.

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