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

Macross M3 - Dreamcast
The stages were definitely put together by editor making it impossible to piece it. All there is props and polygon tiles for floors , walls and so on.

Variable Glaug (player) - 1,324 triangles
https://i.ibb.co/mhRfYSG/m31.jpg


Vf 5000 - 1,239 triangles
https://i.ibb.co/hsTCLVd/m32.jpg


Final boss - 3,039 triangles
https://i.ibb.co/QdbwPPR/m33.jpg


Glaug ( regular enemy) - 728 triangles
https://i.ibb.co/CshqTy9/m34.jpg
 
Dogu Senki Haouh - Dreamcast

The summon models are jumbled with their limbs inside the body but they are complete. Summons have a high lod (pictured) and a low lod usually around 300 to 400 triangles.

Stage 70 - 7,488 triangles
https://i.ibb.co/Vgh5bK6/dogu1.jpg


stage 999 - 9.952 triangles
https://i.ibb.co/nLmgjDN/dogu2.jpg


Leader (player upgraded) - 2484 triangles
https://i.ibb.co/ygCC6f0/dogu3.jpg


lion wind summon - 1,078 triangles
https://i.ibb.co/T4RPT71/dogu4.jpg


bird wind summon - 1,337 triangles
https://i.ibb.co/FWpgxFY/dogu5.jpg
 
Ripping riders/ Cool boarders Burn! - Dreamcast

Jimmy - 1,373 triangles
https://i.ibb.co/7YyGcFm/burn1.jpg


Monica - 1,473 triangles
https://i.ibb.co/GQmGdkd/burn2.jpg


Stage 2 - 43,386 triangles
https://i.ibb.co/dP0455Y/burn3.jpg


stage 3 - 48, 825 triangles
https://i.ibb.co/WnZzcWD/burn4.jpg


Credit playable stage -31,578 triangles
https://i.ibb.co/KVqpYvr/burn5.jpg
 
Sakura Wars 4 ( revisited) - Dreamcast
This is a more in depth look at it, the stage are now complete with their segments and props. Also showing that all characters used a hi lod and low models that switched during gameplay when the character was active or inactive. Also fully assembled the final boss as well as finally showing regular enemy.

Sobu ( hi lod) - 2,938 triangles
https://i.ibb.co/hcfhJr3/sw41.jpg


Sobu (low lod) - 1,774 triangles
https://i.ibb.co/PZnBKH1/sw42.jpg


Kobu ( sakura) (hi lod) - 2,368 triangles
https://i.ibb.co/mbMmHZ5/sw44.jpg


Kobu(sakura)(low lod) - 1,177 triangles
https://i.ibb.co/DWwqjwB/sw43.jpg


Boss 2 (low lod) - 2,548 triangles
https://i.ibb.co/SypN70F/sw47.jpg


Boss 02( hi lod , upper + lower segment) - 1,364 triangles + 1,280 triangles = 2,644 triangles)
https://i.ibb.co/Cs1HxXF/sw49.jpg


https://i.ibb.co/7rNTZvL/sw48.jpg


Regular enemy (hi lod) - 1,198 triangles
https://i.ibb.co/jDVrSd3/sw45.jpg


regular enemy (low lod) - 750 triangles
https://i.ibb.co/8mWdsfw/sw46.jpg


Final boss - 5,438 triangles
https://i.ibb.co/Yh9KL87/sw413.jpg


First stage - 6,146 triangles
https://i.ibb.co/71QdGbB/sw410.jpg


second stage - 6,843 triangles
https://i.ibb.co/Ch8jfVd/sw411.jpg


pedestrian - 1,853 triangles
https://i.ibb.co/sWnQKrH/sw412.jpg
 
Seven Mansions - Dreamcast ( revisited )
Last two times I looked at the enemies and bosses , this last time is a closer look at the stages. Also Strangely enough when character change their weapon is actually the whole model that changes which a built in weapon in their hand. Stages mid point to end are much denser. character shadow meshes are about 300 triangles.

Reina with laser pen - 3,229 triangles
https://i.ibb.co/8z9MqVB/seventh2.jpg


kei with knife - 3,229 triangles
https://i.ibb.co/8d0yVm2/seventh1.jpg


npc/ Earnest? - 2,837 triangles
https://i.ibb.co/tm3fK6k/seventh7.jpg


Final stage mech hanger - 5,293 triangles

https://i.ibb.co/NW2C230/seventh4.jpg



doomsday mech chrysalis in the middle of final stage room - 2,790 triangles
https://i.ibb.co/D7tBM2R/seventh5.jpg


virus room - 6,173 triangles
https://i.ibb.co/dkHzLPG/seventh6.jpg
 
King of fighters Evolution - Dreamcast
The stages were 3d , assets were in pieces , had to assemble them, to make things worse most had a duplicate since the game had alternate versions of them. The lab stage has these weird high poly horn things on top, not sure what it is. Seems like a big jump from last game.

Garden arches - 17, 675 triangles
https://i.ibb.co/sgg4Knp/kofevo3.jpg


Boss lab first time - 42,214 triangles
https://i.ibb.co/pP9NLsF/kofevo1.jpg


tunnel - 8,590 triangles
https://i.ibb.co/vhqhc2c/kofevo2.jpg
 
Next game is Godzilla Generations Maximum Impact. Godzilla and the monsters range from 2,400 to 2,800 triangles. The game uses very hi res textures for stages and alot of them(around 20) . Usually 256x256 , some 512x512 , some 128x128, some 512x32/512x64. Most are vq compressed and only the rectangular ones arent . The monsters use around 40 textures half at 128x128 and half 256x256 (both 16 bit). All in all you probably have multiple megabytes of texture compressed to half a megabyte( not even counting skybox, effects , hud). The destruction stages are stored in pieces so there isnt much to show compared to the boss arena.

Godzilla - 2,420 triangles
godzillaimpact3.jpg


Destroyah - 2,454 triangles
godzillaimpact4.jpg


Boss arena - 6,288triangles
godzillaimpact1.jpg


Boss arena floor - 516 triangles
godzillaimpact2.jpg


Building - 312 triangles
godzillaimpact5.jpg


512x512 vq texture
godzillaimpact7.jpg


256x256 vq texture
godzillaimpact6.jpg
 
Next game is Godzilla Generations Maximum Impact. Godzilla and the monsters range from 2,400 to 2,800 triangles. The game uses very hi res textures for stages and alot of them(around 20) . Usually 256x256 , some 512x512 , some 128x128, some 512x32/512x64. Most are vq compressed and only the rectangular ones arent . The monsters use around 40 textures half at 128x128 and half 256x256 (both 16 bit). All in all you probably have multiple megabytes of texture compressed to half a megabyte( not even counting skybox, effects , hud). The destruction stages are stored in pieces so there isnt much to show compared to the boss arena.

Godzilla - 2,420 triangles
godzillaimpact3.jpg


Destroyah - 2,454 triangles
godzillaimpact4.jpg


Boss arena - 6,288triangles
godzillaimpact1.jpg


Boss arena floor - 516 triangles
godzillaimpact2.jpg


Building - 312 triangles
godzillaimpact5.jpg


512x512 vq texture
godzillaimpact7.jpg


256x256 vq texture
godzillaimpact6.jpg
Wow, very detailed textures!! Looks like something you would see on HD consoles....
 
Next is crazy taxi 2 ,uses naomilib. The city maps are very large. Surprisingly the smaller is more polygon heavy . For the taxi cars it employs two lod. The higher polygon load for when the camera is showing the front has higher detail exterior, steering wheel , high detail tires. High lod is up to 1,700 triangles. Low lod have the entire front of the car deleted and the tires are super low detail(they are billboarded cilinders). Usually around 1,000 triangles. Pedestrians are around 400 triangles and drivers are around 600 triangles. Max pedestrians in a car 4 plus the driver is up to 3,500 triangles for fully loaded low lod taxi or near 4,000 triangles for fully loaded high lod taxi.

Around apple(big map) - 135,747 triangles
crazytaxi22.jpg


Small apple (small map) - 166,151 triangles
crazytaxi21.jpg


Taxi cab high lod - 1,526 triangles
crazytaxi23.jpg


Taxi cab low lod - 1,057 triangles
crazytaxi24.jpg


Taxi driver - 617 triangles
crazytaxi25.jpg


pedestrian - 426 triangles
crazytaxi26.jpg


Menu selection Driver hi poly - 2,031 triangles
crazytaxi27.jpg
 
Next is mortal kombat gold now that someone has made an asset extractor for it. Unsurprisingly dense, considering the characters were mentioned to be 3,000 polygons for the arcade machine who renders ONLY QUADS, so on average the MK gold characters are 6,000 triangles. The stages seem to range from 1,300 triangles to around 8,000.( the pieces may be jumbled up but its all there.) Surprisingly some stages use morph target animations ( which is a pain to manually delete all model duplicates.) Textures are decently hi rez, the stages use multiple 512x512 texture atlases and the characters seem to use one 512x256 texture. Some might even have additional 512x512 texture for their fatalities effects. I find it funny how high poly the characters are, Ill include a screen shot of a soul calibur 2 character whose also around the ballpark trianglewise.

Mortal Kombat Gold - Dreamcast

Jax - 6,166 triangles
mkgold6.jpg


Sonya - 5,898 triangles
mkgold5.jpg


Noob Saibot - 6,131 triangles
mkgold4.jpg


The tomb - 3,303 triangles
mkgold2.jpg


Snake/reptile lair - 3,386 triangles
mkgold1.jpg


Cave - 5,194 triangles
mkgold3.jpg


Scythe/weapon - 143 triangles
mkgold7.jpg


Example of a Soul calibur 2 characer + weapon to compare to - 6,749 triangles
sc2example1.jpg
 
Next is mortal kombat gold now that someone has made an asset extractor for it. Unsurprisingly dense, considering the characters were mentioned to be 3,000 polygons for the arcade machine who renders ONLY QUADS, so on average the MK gold characters are 6,000 triangles. The stages seem to range from 1,300 triangles to around 8,000.( the pieces may be jumbled up but its all there.) Surprisingly some stages use morph target animations ( which is a pain to manually delete all model duplicates.) Textures are decently hi rez, the stages use multiple 512x512 texture atlases and the characters seem to use one 512x256 texture. Some might even have additional 512x512 texture for their fatalities effects. I find it funny how high poly the characters are, Ill include a screen shot of a soul calibur 2 character whose also around the ballpark trianglewise.

Mortal Kombat Gold - Dreamcast

Jax - 6,166 triangles
mkgold6.jpg


Sonya - 5,898 triangles
mkgold5.jpg


Noob Saibot - 6,131 triangles
mkgold4.jpg


The tomb - 3,303 triangles
mkgold2.jpg


Snake/reptile lair - 3,386 triangles
mkgold1.jpg


Cave - 5,194 triangles
mkgold3.jpg


Scythe/weapon - 143 triangles
mkgold7.jpg


Example of a Soul calibur 2 characer + weapon to compare to - 6,749 triangles
sc2example1.jpg
6K? polys per character? daaaaaamn, techinically, with a proper art direction MK Gold would have looked similar to MK V, at least character wise... But they look very PS1ish...What a waste of resources....

In other hand, Crazy Taxy is the opposite, cant believe cars are just 1,5k on the high LOD....They look very detailed ingame....and look better than games with supossed more polys per car as Sega GT (2K per car), V-Rally 2 (2.5 k per car) and others....And can´t belive how crazy high are geometry numbers on the stages..Crazy taxy 2 really took full advantage of DC!
 
Seems dolphin actually plays nice with the rippers for accurate poly counts. Thats means the whole stats info was broken or counting something else. Here i compared vanessa I extracted from disc files( tposed) to vanessa ripped. 100% match. Seems actual actual number from wii/gamecube might actually be 2x to 3x less than the emulator reported. This opens door for more extractions now!

Vanessa from pn03 asset from disc(t pose) vs ripped :
pn032.jpg
vanessa2.jpg
 
Seems dolphin actually plays nice with the rippers for accurate poly counts. Thats means the whole stats info was broken or counting something else. Here i compared vanessa I extracted from disc files( tposed) to vanessa ripped. 100% match. Seems actual actual number from wii/gamecube might actually be 2x to 3x less than the emulator reported. This opens door for more extractions now!

Vanessa from pn03 asset from disc(t pose) vs ripped :
pn032.jpg
vanessa2.jpg
Good Olde PN03, i remember being surprised of how good vanessa model looked and say, this is one of those GCN games that are beyond PS2 capabilities...and then came RE4 and i thought the same multiplied, but Capcom proved everyone wrong and could port it to PS2 with cuts, drawbacks and all...

Now that you´re on Wii/Cube, which games polycount wise of those consoles do you think are on Dreamcast reach?

Also i´m following the thread on Sega 16 in which you and the others post great numbers and data, like this one, but for some reason it does not allow me to reply or post :(, despite having a user.
 
Quake 3 : Arena - Dreamcast
Surprisingly uses standard quake 3 models in zip files. Players are in highest lod.

shotgun - 558 triangles
q3shotgun.jpg


rocket launcher - 405 triangles
q3rocket.jpg


Slash - 185 triangles + 356 triangles + 393 triangles =935 triangles
q3slashhead.jpg

q3slashupper.jpg

q3slashlower.jpg


sorlag - 64 triangles + 386 triangle + 400 triangles = 850 triangles
q3sorlaghead.jpg

q3sorlegupper.jpg

q3sorlaglower.jpg


map13 - 20,862 triangles
q3map13.jpg


map11 - 17,119 triangles
q3map11.jpg


map21 - 17,162 triangles
q3map21.jpg
 
Quake 3 : Arena - Dreamcast
Surprisingly uses standard quake 3 models in zip files. Players are in highest lod.

shotgun - 558 triangles
q3shotgun.jpg


rocket launcher - 405 triangles
q3rocket.jpg


Slash - 185 triangles + 356 triangles + 393 triangles =935 triangles
q3slashhead.jpg

q3slashupper.jpg

q3slashlower.jpg


sorlag - 64 triangles + 386 triangle + 400 triangles = 850 triangles
q3sorlaghead.jpg

q3sorlegupper.jpg

q3sorlaglower.jpg


map13 - 20,862 triangles
q3map13.jpg


map11 - 17,119 triangles
q3map11.jpg


map21 - 17,162 triangles
q3map21.jpg

Great numbers! Characters has the polycount expected (something under 1k), but it´s understandable....Stages are surprisingly low, because they look very detailed... I guess PS2s Quake 3 Revolution sports higher numbers on stages, similar numbers on characters....
 
SJ4.gifthis is probably the most advanced model of the 6th Gen. This or maybe re4, though these textures are better, he's got individual teeth, and a very expressive face. I take it back, this Is definitely the most advanced!
 

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Is it possible what someone can upload some screenshots and data obot polygon count from Everquest, Everquest 2, Guild Wars, Guild Wars 2, World of Warcraft Classic, World of Warcrafr Retail and The Elder Scrolls Online?
 
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