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

On Transformers we were rendering around 150,000 vertices per frame, at 60Hz. Which was quite a bit back on the PS2.

If I remember correctly the forest in the first level had around 30,000 trees.
 
I've got contacts some of them so I'll see if I can track some figured down in the next few days. ;) I wouldn't expect them to be too high since it did rely very heavily on LOD to get the massive scenes but we didn't care because they where still awesome.



On Transformers we were rendering around 150,000 vertices per frame, at 60Hz. Which was quite a bit back on the PS2.
If I remember correctly the forest in the first level had around 30,000 trees.


Thanks, both of you.
 
CoD 2 character models: ~8K
CoD 4 character models: ~6K

source: Grant Collier (Infinity Ward president) on Insomniac Full Moon Show
 
Does anyone know how many polygons are used on the characters in those Dynasty Warrior games? It doesn't matter which system or which version. It is interesting to find out about a game that's focused on pumping as many characters on screen at once.
 
Yeah, Silent Hill 3 has some of the most impressive models I have seen on ps2. For example
after Heather beaten down the monster who killed her father,
starts a rt cut scene where incredibly modeled, self-shadowed(!) models move smoothly (maybe 60 fps) with even the best depht of field effect ever seen on ps2.
I preferred SH2 graphics due to choice of colour palette (more realistic), but from the point of view of model complexity, SH3 is above it (not too above, tough: even SH2 sports some impressively detailed and textured models - check out the bosses!).

Mod: added spoiler tags for you. :) (You'll get editing privileges after you reach 100 posts & 100 days registered)
 
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Am I mising something or is the word "polygon" being mis-used by some devs?
Does the enemy soldiers bodies in Crysis have 8000 polygon, I find that very strange since I have seen other games that have worse geometry on bodies and they have 20.000+polygons (or so they say).
First HDR, now polygons? :)
 
It would help if you could tell us which games you are finding to be strange...

Showing what I mean would probably break the rules unles an admin allows me to post screenshots of characters from different games (which would mean X vs Y) to prove my point.

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:

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.

I find it very strange that the soldiers (one soldier) have 8000 polygons (body+head) compared to other games that have much more polygons (according to the blog/thread)and looking worse :-|, here´s some screenshots I have taken from my computer, Enjoy:D :

The quality of the screenshots isn´t the best but it´s good enough if you enlarge the screenshots by clicking on it or above it.
Crysis2007-11-0521-32-25-04.jpg

http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-32-35-14.jpg
http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-32-27-09.jpg
http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-32-24-09.jpg
http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-21-03-39.jpg
http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-21-02-48.jpg
http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-20-49-37.jpg
http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-20-00-06.jpg

:oops::D

Almost forgot this one: http://i198.photobucket.com/albums/aa4/Obakan/Crysis2007-11-0521-19-58-15.jpg

Maybe it´s 8000 polygons per soldier, if it´s then I think I just have proven that the way to use "polygons per character" has been mis-used by many.
 
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Showing what I mean would probably break the rules unles an admin allows me to post screenshots of characters from different games (which would mean X vs Y) to prove my point.
By 'versus threads', we mean 'this game shows platform X to be better/worse than platform Y'. If you're discussing a technical point about game technology and want to refer to different games as examples, that's fine.
 
By 'versus threads', we mean 'this game shows platform X to be better/worse than platform Y'. If you're discussing a technical point about game technology and want to refer to different games as examples, that's fine.

Great, then I would want to show you some screenshots of Drake (30.000 polygons according to the blog/thread) and compare them to my screenshots of a soldier in Crysis.
Focusing on the geometry of the body and the face, I can´t see how the Drake character has almost 3 times more polygons than a soldier in Crysis:
http://media.ps3.ign.com/media/812/812550/img_4969225.html
http://media.ps3.ign.com/media/812/812550/img_4969220.html
http://media.ps3.ign.com/media/812/812550/img_4969227.html

Time for me to get some sleep, I hope you see my point.:smile2:
 
Dont know about that Drake vs soldier. But against KZ2 then yes Crysis soldier has more polygons from the looks of it. Things like the face and fingers stick out like sore thumb on KZ2 when you have high-res upclose screenshots of the game.

I know that the Crysis characters with the spec ops suit has about 67000 polys in the cut-scenes and seems to carry all if not most of the detail into ingame play (all cut-scenes = real-time rendered).

Although the Crysis soldiers seem to have more detail and that may be from special detail-shaders apart from the SSS shader and not count into the poly numbers. I mean less use of mapping yet it has the detailed look... impressive.
 
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