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Old 01-Sep-2007, 21:33   #1
Farid
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Icon Idea "Yes, but how many polygons?" An artist blog entry with interesting numbers

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.
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Old 01-Sep-2007, 22:51   #2
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IIRC, the Master Chief received a reduction in polygons in Halo 2
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Old 01-Sep-2007, 23:32   #3
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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.
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Old 01-Sep-2007, 23:54   #4
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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
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Old 02-Sep-2007, 01:02   #5
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Lost planet
Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
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Old 02-Sep-2007, 01:43   #6
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Wow the GC was really juggling a huge number of polys in RE4 with multiple characters and very detailed environments.
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Old 02-Sep-2007, 01:58   #7
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Quote:
Originally Posted by AlStrong View Post
IIRC, the Master Chief received a reduction in polygons in Halo 2
MC is normal mapped in Halo2
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Old 02-Sep-2007, 02:11   #8
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Quote:
Originally Posted by nAo View Post
MC is normal mapped in Halo2
I knew that. I just find it kinda cool how they reduced the actual polycount from the first game and that it isn't readily obvious. Though it must take up a lot more memory, right? (ooh ah... big deal ). I wonder what they did exactly for the Halo 3 model (beyond the glove change and higher resolution normal maps).
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Old 02-Sep-2007, 03:16   #9
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Cool post, always interesting to see stats from other games.
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Old 02-Sep-2007, 03:20   #10
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Quote:
Originally Posted by Darkon View Post
Jak II

Jak - 10,000 polygons
I shudder to think what the zenith will be like for the fellas at Naughty Dog on the ps3.
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Old 02-Sep-2007, 03:26   #11
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"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
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Old 02-Sep-2007, 03:42   #12
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Originally Posted by vazel View Post
I shudder to think what the zenith will be like for the fellas at Naughty Dog on the ps3.
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.
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Old 02-Sep-2007, 03:42   #13
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Quote:
Originally Posted by vazel View Post
I shudder to think what the zenith will be like for the fellas at Naughty Dog on the ps3.
I wonder what is the polycount for Lair. Look at polygon water effect! You can see polygon water, city, dragons, everything at 1080P. Amazing for me to see. Also GT5 which has amazing car details for 60fps 1080P.

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!
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Old 02-Sep-2007, 03:45   #14
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Quote:
Originally Posted by joker454 View Post
Seriously, those guys are lunatics.
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.
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Old 02-Sep-2007, 03:45   #15
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Originally Posted by ihamoitc2005 View Post
I wonder what is the polycount for Lair. Look at polygon water effect! You can see polygon water, city, dragons, everything at 1080P.
They're all pretty lowpoly individually, though. Plenty of visible polygon edges on everything...
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Old 02-Sep-2007, 03:50   #16
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Quote:
Originally Posted by Farid View Post
Here are some examples that caught my eye:
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.
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Old 02-Sep-2007, 04:22   #17
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Quote:
Originally Posted by Laa-Yosh View Post
They're all pretty lowpoly individually, though. Plenty of visible polygon edges on everything...
Even the enemy's shield is nice and round, not edged. Background mountains are also nice and round.

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.
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Old 02-Sep-2007, 07:56   #18
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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.
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Old 02-Sep-2007, 10:01   #19
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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.
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Old 02-Sep-2007, 10:17   #20
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Quote:
Originally Posted by joker454 View Post
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.
Very cool thread, I agree with the sticky!

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?
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Old 02-Sep-2007, 11:19   #21
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Quote:
Originally Posted by Joshua Luna View Post
Very cool thread, I agree with the sticky!

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?
Yeah GT:5 cars are 200k each, and snakes beard in MGS4 is more polys then one enemy in MGS3
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Old 02-Sep-2007, 12:17   #22
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Quote:
Originally Posted by Joshua Luna View Post
Very cool thread, I agree with the sticky!
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!!!...

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Old 02-Sep-2007, 12:25   #23
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Quote:
Originally Posted by Shifty Geezer View Post
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!!!...

That said, I'd prefer an actual dedicated repository that would be linked to in OP; having it all in here gives way for it to be lost in discussion.
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Old 02-Sep-2007, 13:48   #24
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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.
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Old 02-Sep-2007, 14:49   #25
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Quote:
Originally Posted by Joshua Luna View Post
Very cool thread, I agree with the sticky!

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.
http://www.bizarrecreations.com/arti...rticle_id=5098

Quote:
Some cars have around 85,000 polygons, but many go as high as 105,000. The McLaren F1 LM (my favourite PGR3 car!) clocked in at over 100,000. Obviously these counts include the car interiors as well as the exteriors, but they don't include the extra geometry to display car damage, which can add between 10,000 and 20,000 more triangles per car.
Always nice to have the original source.

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?
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