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This is Ps2 level of geometry territoryfor characters, yet they look way inferior they use the ninja toolset don't they? It may be related.
Can we see the models with their topology? It would be very revealing how they used those polygons and where they could have optimised
Can we see the models with their topology? It would be very revealing how they used those polygons and where they could have optimised
Here they are with wireframe overlay. This time its the buffalo and lion. You know the high lod models used in the replay were probably that high because even with such models the polygon budget barely broke 1 million during replays I suspect.
Even during worse case scenario all enemies huddled next to player which is like 5 of them times lets 2000 triangles on average for the medium lod models per enemy then of the 10,000- 20,000 triangles of the track only a really small section is always seen lets say around 4,000 triangles( iam being generous, depending on the track a section could go as low as 1,200 triangles). The replay players character buffalo 7,300 triangles plus a sled thats around 1,800 triangles. All that times 30 frames per second.
2,000 x 5 = 10,000 triangles for the enemies + 4,000 for the track section + 7,300 for buffalo on replay + 1,800 for a land sled = 23,100 x 30 fps = 693,000 tris per second. Might be wrong(could be higher because iam not counting enemy sleds, turrets and enemy or player weapon/weapon effects) but that is the impression I get.
Buffalo high lod - 7,309 triangles
View attachment 3243
Buffalo mid lod - 2,608 tris
View attachment 3244
Lion high lod - 6,268 tris
View attachment 3245
lion mid lod - 1,794 tris
View attachment 3246
Tbh I find that level of geometry insulting. 6000plys for that characters, tekken tag has that level of geometry in characters, rule of rose main character, primal and many others has fewer polys for the main characters....
Can you send me an FBX for the buffallo and lions both Hi and low LODs?
I am interested to see where these polygons are going