"Yes, but how many polygons?" An artist blog entry with interesting numbers

That's just a minor step forward, particularly for games, most studios have already had methods to produce their stuff with as much detail as they wanted. Two 2K normal maps per character could have easily been filled up already, so maybe the workflow can become a little less complicated but that's it.
 
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30-35k triangles sound reasonable based on these images but it'd still be better to see a full frontal shot. And with way less compression artifacts...
 
new topic, Halo reach.

I'm thinking almost the same as mass effect. (20 to 25k)
I would say 15k max for the main characters despite the relatively sparse environment, the game does give me the Mass effect vibe though. Must say the texture work are pretty impressive to boost the model's appearance.
 
Reach average per character might be more then 15K, although obviously the character faces (that have a lot of the geometry detail) won't be visible outside the cinematics. The do look less jagged then the Gears characters and have at least as detailed armor and accessories, so ~20K altogether sounds quite reasonable.
 
This was interesting from the latest GT5 demo released.

The wheel and chassis edges are upclose, 200-400k polys? :p
http://farm3.static.flickr.com/2696/4186212728_4ff0aa0238_o.png

Maybe includes cockpit into it?
http://farm3.static.flickr.com/2707/4186215394_09aed1f331_o.png


More HQ images offscreen/direct captures.
http://www.taxigamer.com/PlayStation_3/Gran_Turismo_5/25644/sheet.html

not a chance in hell, exteriors would be 40 - 60k absolute max, interiors around that too. im quite suprised at the lack of geometry, since we were doing those kinda figures on PGR3...
 
I take it is much like F3 where the car has highest detail in menus or car showrooms.
 
The resolution of the photos is 720p and, taking into consideration the rough aliasing, I think they´re highly compressed. GT5P has MSAAx4 on 720p mode. I expect more detailed geometry... GT5P cars have an average of 200k polygons, if I´m not wrong...

professo, "we were doing those kinda figures on PGR3..." Do you work with Bizarre? PGR4 is a blast... really good. The only disgusting thing in the game is the audio problem when you install it.
 
The resolution of the photos is 720p and, taking into consideration the rough aliasing, I think they´re highly compressed. GT5P has MSAAx4 on 720p mode. I expect more detailed geometry... GT5P cars have an average of 200k polygons, if I´m not wrong...

No, they are really high quality captures. If aliasing it is either shadowmap/reflectionmap res or specular aliasing. The images are ~1MB+ PNGs. About GT5P I assume it is same as now. Those 200-400k numbers being for car showroom and not ingame race.
 
I take it is much like F3 where the car has highest detail in menus or car showrooms.


Well didn't GT4 have higher detail car models in showroom?.It's even there in GT mobile, so you might be right.

One other thing, I can't tell if there's more detail in showroom, or in game, they look about the same in prologue, but I could be wrong.
 
Ok Nebula, you´re right, .png. Nevertheless, I don´t know why the photos are not taken in 1080 mode.

Maybe the dynamic nature of the LOD system explain the moderate polycount of the first photo. There are more objects on screen apart from the car; other cars, pilots, pit stop crew and so on... I suppose that the (subjective) high quality of the models in-game in Prologue is a bit tricky: the cars are substantially far from you at the start of the race, and the polygon budget is expensed mainly in your car. The image shown before is substantially more demanding.

In fact, I think Polyphony masters the art of pushing the tech just in the best direction, in order to make its games as much photorealistic as possible. And it´s obvious that the hardware is the same that runs Dirt or F1 CE, it´s not arcane magic; just optimization.

In any case I´d like to know the real amount of polys of the cars that Nebula posted. Of course I respect the abilities of professo estimating the polycount, but I´d like to know the real data.

A question: I´ve heard that cars in PGR4 had 100-130k polys each but, in-game? During replays? I´ve always been amazed with the huge, massively detailed environments in the game, and of course with the particles used to simulate harsh climatic conditions, but the cars were not as much detailed to my taste. Any information about this?
 
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A question: I´ve heard that cars in PGR4 had 100-130k polys each but, in-game? During replays? I´ve always been amazed with the huge, massively detailed environments in the game, and of course with the particles used to simulate harsh climatic conditions, but the cars were not as much detailed to my taste. Any information about this?

no, cars were generally in the 20 - 30k range exterior, same again interior
 
Ok Nebula, you´re right, .png. Nevertheless, I don´t know why the photos are not taken in 1080 mode.

it would then be 1280x1080 as that is the "1080" mode. It would also have 2xAA. I assume to show it in best light 1280x720 with 4xAA is the best. There is another site with 1080 mdoe captures.


[strike]http://www.videogameszone.de/m,brow... Demo: 1080p-Screenshots; HD-Video; Eindrücke
http://www.videogameszone.de/m,brow... Demo: 1080p-Screenshots; HD-Video; Eindrücke
http://www.videogameszone.de/m,brow... Demo: 1080p-Screenshots; HD-Video; Eindrücke

http://www.videogameszone.de/aid,70...tity_id=133781&image_id=1230508&page=1&order=[/strike]

EDIT: Eurogamer has HQ 1080 mode captures.
http://www.eurogamer.net/gallery.php?game_id=7925&article_id=879797

Here is from replay as reference.
http://images.eurogamer.net/assets/articles//a/8/7/9/7/9/7/GT5_1080p_019.jpg.jpg?slideshow=true

Here is same capture zoomed in and brightened.


Maybe the dynamic nature of the LOD system explain the moderate polycount of the first photo. There are more objects on screen apart from the car; other cars, pilots, pit stop crew and so on... I suppose that the (subjective) high quality of the models in-game in Prologue is a bit tricky: the cars are substantially far from yours at the start of the race, and the polygon budget is expensed mainly in your car. The image shown before is substantially more demanding.

In fact, I think Polyphony masters the art of pushing the tech just in the best direction, in order to make its games as much photorealistics as possible. And it´s obvious that the hardware is the same that runs Dirt or F1 CE, it´s not arcane magic; just optimisation.

In any case I´d like to know the real amount of polys of the cars that Nebula posted. Of course I respect the abilities of professo estimating the polycount, but I´d like to know the real data.

I assume player car has more than others but even replays seems to show similar edges. Another question is if the pit section is 30fps like replays or 60fps.

AFAIK from Tokyo track that was shown some time ago.
http://farm4.static.flickr.com/3520/3945615876_87a4bee98f_o.png
 
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Some Uncharted 2 lovin'

http://www.zbrushcentral.com/showthread.php?t=79105&page=1&pp=15

Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:

the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..

our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..

if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..



I hope ND remains true to their selves and post that GDC presentation on their website eventually ;)
Interesting that they texture the high res first - Ninja Theory did the same with Heavenly Sword, and while I see some reason in this, it also means a lot of extra work and ignoring some more efficient techniques.
 
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So Drake in highest LOD 37k polys in U2... seems I wasn't crazy then with multipass talk. Well less atleast. :LOL:
 
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