If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,784
|
I stumbled upon an interesting blog entry from Rick Stirling, a character artist, about the polycount of game character models. This post is interesting since it quotes some approximate numbers for the models.
Here are some examples that caught my eye: Gears of War, Xbox 360, 2006 Wretch - 10,000 polygons with diffuse, specular and normal maps Boomer - 11,000 polygons with diffuse, specular and normal maps Marcus - 15,000 polygons with diffuse, specular and normal maps GTA San Andreas, PS2, 2004 Characters - 2,000 polygons with 1 256×256 8bit texture NPCs - 1,200 polygons with 1 256×128 8bit texture Gant bridge - 16,000 polygons, includes LOD Halflife 2, PC, 2004 Alyx Vance - 8323 polygons Barney - 5922 polygons Combine Soldier - 4682 polygons Classic Headcrab - 1690 polygons SMG - 2854 polygons (with arms) Pistol - 2268 polygons (with arms) Halo, Xbox, 2001 Masterchief - 2,000 polygons Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it's not on GC but PS2) Snake - 4,000 polygons Resident Evil 4, Gamecube, 2005 Leon - 10,000 polygons Jak & Daxter, PS2, 2001 Jak - 4000 polygons Jak II, PS2, 2003 Jak - 10,000 polygons* Lost planet, X360/PC, 2007 Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect) VS robot - 30-40,000 polygons Background - ~500,000 polygons Peak number of polygons per frame - ~ 3 million** Dead Rising, X360, 2006 Peak number of polygons per frame - ~ 4 million** The Legend of Zelda: The Wind Waker, GC, 2002 Link - 2800 polygons The Legend of Zelda: Twilight Princess, GC/Wii, 2006 Link - 6900 polygons Super Mario Sunshine, GC, 2002 Mario - 1500 polygons Levels - ~ 60,000 polygons Dead or Alive series, Xbox, 2001-2004 Character - ~10,000-15,000 Vitua Fighter 5, Arcade/PS3/X360, 2006 Character - ~40,000 with diffuse, specular and normal maps Background - 100,000 - 300,000 polygons Medal of Honour: Allied Assault, PC, 2002 Character - 4096 polygons Project Gotham Racing 3, X360, 2005 Cars - 80,000-100,000 polygons (interior + exterior), damages add between 10,000 and 20,000 more polygons per car Brooklyn Bridge - 600,000 polygons (LOD might be included) Manhattan Bridge - 1 million polygons (LOD might be included) Gran Turismo 5: Prologue, PS3, 2007 Cars - 200,000 polygons (probably interior + exterior) Midnight Club, Xbox360/PS3, 2007 Cars - 100,000 polygons Gran Turismo 3, PS2, 2001 Cars - ~2,000-4,000 polygons Gran Turismo 4, PS2, 2004 Cars - ~2,000-5,000 polygons Lair, PS3, 2007 Main dragon plus its rider - 150,000 polygons 16x16KM scene - 134M polygons (streamed into memory, not loaded at run time) Deathrow, Xbox, 2002 Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002 Characters - ~7,000-10,000 Mortal Kombat 4, Zeus Arcade Board, 1997 Peak number of polygons per second - 1.2 million quad patches** Mass Effect, X360, 2007 Sheppard + armor + weapons - ~20,000-25,000 polygons Virtua Fighter 4, Naomi 2, 2001 Jacky - 14,000 polygons Virtua Fighter 4, PS2, 2002 Jacky - 7,000 polygons V-Rally 3, PS2, 2002 Vehicles - 15,000-16,000 polygons (Might count multi-passes) Stages - 500,000 polygons Kingdom Under Fire : The Crusaders, Xbox, 2004 Main characters - 10,000 polygons Characters - 3,000–4,000 polygons Axel Impact/DTRacer, PS2, 2003/2005 Cars - Base mesh ~12,000 polygons (max LOD) Volume Shadow mesh - 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count) Stages - ~200k polygons Canned Boss Game Studios game, Xbox, 2002 Cars - 25000 polygons (highest LOD) - 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map) Backgrounds - 2 or in some cases 3 textures/poly Peak number of polygons per second - 30M polygons** Half-Life, PC, 1998 Zombie - 844 polygons High Definition pack Zombie- 1700 polygons Half-Life, Dreamcast, 2000-2001 (Canned) Zombie - 1649 polygons Half-Life, PS2, 2001 Zombie - 2822 (Highest LOD) Uncharted: Drake's Fortune, PS3, 2007 Main characters - ~20,000-30,000 polygons Drake - ~30,000 polygons Pirates - ~12,000-15,000 polygons Crysis, PC, 2007 Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)* Characters' heads - ~2500-3000 polygons Characters' bodies - ~5000 polygons *Might be a cut-scene model **No precisions whether it's actual rendered polygons or just the number of polygons sent to transform, pre Z-pass and culling. It has always been interesting to me to see how many polygons were used on a certain game model. It's trivia, in most case, but I like these graphics related trivial tidbits.
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
|
|
|
|
|
#2 |
|
ಠ_ಠ
|
IIRC, the Master Chief received a reduction in polygons in Halo 2
__________________
"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
|
|
|
|
|
#3 |
|
S K R Y I N G
Join Date: Jul 2005
Posts: 4,814
|
10,000 polygons for Leon in RE4? Damn that seems high. Awesome looking game for the time.
And Alyx having the most polygons in HL2 isn't surprising. Hehe. |
|
|
|
|
|
#4 |
|
Member
Join Date: Jul 2006
Posts: 621
|
Jak I
Jak - 4000 polygons Jak II Jak - 10,000 polygons Onimusha Warlords if I remember correctly also had some character models around 8,000 - 10,000 polygons or at least that's what Capcom claimed |
|
|
|
|
|
#5 |
|
Member
Join Date: May 2002
Location: France
Posts: 850
|
Lost planet
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect) |
|
|
|
|
|
#6 |
|
Naughty Boy!
Join Date: Dec 2006
Posts: 817
|
Wow the GC was really juggling a huge number of polys in RE4 with multiple characters and very detailed environments.
|
|
|
|
|
|
#7 |
|
Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco, CA
Posts: 4,199
|
MC is normal mapped in Halo2
__________________
[my blog] Isn't it enough to see that a garden is beautiful without having to believe that there are fairies at the bottom of it too? [Douglas Adams] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
|
|
|
|
|
#8 |
|
ಠ_ಠ
|
I knew that.
__________________
"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
|
|
|
|
|
#9 |
|
Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 1,484
|
Cool post, always interesting to see stats from other games.
|
|
|
|
|
|
#10 |
|
Member
Join Date: Aug 2005
Posts: 992
|
I shudder to think what the zenith will be like for the fellas at Naughty Dog on the ps3.
__________________
"Who knows what evil lurks in the hearts of men? The Shadow knows!" |
|
|
|
|
|
#11 |
|
Member
Join Date: Sep 2006
Location: UK
Posts: 282
|
"In Lost Planet, each character is 10-20K polys. A VS robot is 30-40K polys. A background is about 500K. With shadows and other hidden rendering cost, it's about 3 million polys per frame. In Dead Rising, it's about 4 million polys."
http://forum.beyond3d.com/showpost.p...&postcount=116 |
|
|
|
|
|
#12 |
|
Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 1,484
|
Seriously, those guys are lunatics. The Jak series of games are one of my favorites, I'm crossing my fingers that they make a PS3 Jak title. Anyone have geometry numbers for God Of War 2? I just started playing this, and it just blows me away what they got the good 'ol PS2 to render.
|
|
|
|
|
|
#13 | |
|
Senior Member
Join Date: Sep 2005
Posts: 1,123
|
Quote:
Xbox360 also has one or two amazing games for polygons. I think probably Kameo has some scenes with amazing polygons. Look at thousands of trolls! Look at beautiful buildings, grass and trees! |
|
|
|
|
|
|
#14 |
|
member
Join Date: Feb 2002
Posts: 4,944
|
Uncharted's hero character is pretty high poly too, especially the ingame cinematics version... At least 20K but maybe even more, because of the hair.
__________________
My opinions do not represent that of my employer blah blah etc. |
|
|
|
|
|
#15 |
|
member
Join Date: Feb 2002
Posts: 4,944
|
They're all pretty lowpoly individually, though. Plenty of visible polygon edges on everything...
__________________
My opinions do not represent that of my employer blah blah etc. |
|
|
|
|
|
#16 |
|
Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 1,484
|
Hey, thought about making this thread a sticky? As people add entries, just add that data to the first post. It would be a polygon repository, of sorts.
Last edited by joker454; 02-Sep-2007 at 03:58. |
|
|
|
|
|
#17 | |
|
Senior Member
Join Date: Sep 2005
Posts: 1,123
|
Quote:
http://farm1.static.flickr.com/117/3...a86a6ece_b.jpg http://farm1.static.flickr.com/112/3...87ffc1d3_b.jpg I do not see much edges my friend, only sometimes on parts of the dragon, because of less animation bones for that part like wings or tail. http://image.com.com/gamespot/images..._screen024.jpg http://image.com.com/gamespot/images..._screen009.jpg http://image.com.com/gamespot/images..._screen003.jpg http://image.com.com/gamespot/images..._screen006.jpg http://image.com.com/gamespot/images..._screen012.jpg Last edited by ihamoitc2005; 02-Sep-2007 at 04:32. |
|
|
|
|
|
|
#18 |
|
Senior Member
Join Date: Feb 2002
Posts: 2,908
|
Some that I know
Link in WW 2800 tri Link in TP 6900 tri Mario in SMS 1500 tri SMS Levels are around 60k each Xbox DOA character about 10k VF4 character is about 15k edit: I accidently put VF5, I meant VF4, arcade. Last edited by V3; 03-Sep-2007 at 08:29. |
|
|
|
|
|
#19 |
|
Maximus Testosterone
Join Date: Mar 2007
Location: NGC2264
Posts: 6,583
|
Medal of Honour: Allied Assault (PC '02) -4096 polygons for characters.
HL2 - Cinematic Mod ~50k polys for Alyx ( ).
Last edited by Nebula; 02-Sep-2007 at 10:10. |
|
|
|
|
|
#20 | |
|
Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 6,428
|
Quote:
Gears is already names... lets see... oh, PGR3. Cars: 80,000-120,000 polys per car. About half for the exteriors, half for the interiors. Did someone mention GT5 cars are 200k each?
__________________
R.I.P. Acert93, 2007. There are no Microsoft rumors. There are only Microsoft leaks. |
|
|
|
|
|
|
#21 | |
|
Member
Join Date: Aug 2007
Location: In the land of the drop bears
Posts: 568
|
Quote:
|
|
|
|
|
|
|
#22 |
|
LittleBigMod
Join Date: Dec 2004
Posts: 18,526
|
If we want to do this properly, which isn't a bad idea although stickies themselves are to be kept to a minimum (how about a linkage index thread that links to 'valuable' threads so people don't need to search for them?), people need to add sources. Otherwise they could just be making them up.
Other than that, I'll just add that the dog character in the PS1 game Kurushi Final was made out of 120,000 polygons!!!...
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
|
#23 | |
|
Member
Join Date: Nov 2004
Posts: 370
|
Quote:
|
|
|
|
|
|
|
#24 |
|
LittleBigMod
Join Date: Dec 2004
Posts: 18,526
|
If an official poly-count repository is wanted, we can create a thread just for that, no discussion, and update it with info. People can post in new figures into the thread and I can edit them into the OP and remove the post. That'd be a very clean system open to user contribution.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
|
|
|
|
|
#25 | ||
|
Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 6,428
|
Quote:
Quote:
Btw, maybe not a sticky thread for this... but maybe a stickied post with "Links to our Favorite Console 3D/Technology Discussion Threads" or something or the other?
__________________
R.I.P. Acert93, 2007. There are no Microsoft rumors. There are only Microsoft leaks. |
||
|
|
|
![]() |
| Bookmarks |
| Thread Tools | |
| Display Modes | |
|
|