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

Cannon spike - Dreamcast

City stage part 1- 10,896 triangles
canonspike1.jpg

Warehouse - 11,306 triangles
canonspike2.jpg

Train that carries boss antonio - 1,932 triangles
canonspike3.jpg

Part of city stage 1 boss - 1,145 triangles
canonspike4.jpg

arthur ( jumbled) 2,424 triangles (player characters range from 2,000 to 2,500 triangles)
canonspike5.jpg

Basic enemy - 617 triangle
canonspike6.jpg
 
Silent Scope - Arcade(3dfx/voodoo based)/Dreamcast/ps2

Stage 1 buildings - 6,493 triangles
silentscope1.jpg


Lady - 1,184 triangles
silentscope2.jpg


boss - 1,078 triangles
silentscope3.jpg


regular enemy - 984 triangles
silentscope4.jpg
 
Bomber HeHe! - Dreamcast.

Unique game about blowing buildings up. Seems to store stages by skybox/background then actual structure to destroy and then its interior. If not for different challenges its just broken up to segments.

Skybox/ backdrop for the dog and man statues - 8,230 triangles
bhehe3.jpg


Dog statues - 11,541 triangles
bhehe1.jpg


Man statue - 2,484 triangles
bhehe2.jpg


Castle part a - 4,036 triangles
bhehe6.jpg


Castle part b - 4,684 triangles
bhehe5.jpg


Skybox\backdrop for urban challenges - 4,810 triangles
bhehe4.jpg
 
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Seventh Cross Fighting Integration Disc - Dreamcast

Seems to be exactly the same assets on the disc as the full game. I just show off some different models. As the main game the player character is divded to head, arms , chest and legs with bone count ranging from tens to hundreds of bones.

Player - Perfect Human form with weapon - 4,592 triangles
7thcfid1.jpg


Aquatic Creature - 3,589 triangles
7thcfid2.jpg


Frog - 4,240 triangles
7thcfid3.jpg


Cave - 9,115 triangles
7thcfid4.jpg
 
Cloofoofoo are you still going to do Spider-man polygon numbers for Dreamcast?

Probably not. I did it before , its using the tony hawk 1 engine. Theres tools for that. Memory is hazy so I can only give you rough numbers. stages ranged from 5k to 15k triangles. Enemies are around 1.2 k triangles. spiderman ranges 2k to 2.5 triangles. Again this all from the top of my head from years ago.
 
Advanced Great Strategy 2001 - Dreamcast

Plane - 877 triangles ( usually in a squad of around 5 )
AWARS09.jpg


Turrets - 9,856 triangles
AWARS010.jpg


fortress - 6,458 triangles
AWARS011.jpg


soldier on horseback - 812 triangles ( many in a group)
AWARS01.jpg


ground soldier - 858 triangles ( usually in group of around 9 of them)
AWARS02.jpg


town - 3,422 triangles
AWARS03.jpg



port - 4,660 triangles
AWARS04.jpg


Rural town - 5,293 triangles
AWARS05.jpg


Battleship - 6,197 triangles
AWARS06.jpg


tank 912 triangles ( usually in squad of 5)
AWARS07.jpg


Submarine - 2,111 triangles
AWARS08.jpg
 
Tricolore Crise - Dreamcast

BattleMap - 4,644 triangles
tricolor01.jpg


Character room - 8,254 triangles
tricolor04.jpg


Final dungeon overworld map - 20,062 triangles
tricolor02.jpg


Forest overworld map - 8,546 triangles
tricolor03.jpg


Player character - 1,271 triangles( on the battlemap characters use flatten version of the same mesh for shadows of themselves)
tricolor05.jpg


enemy/summon? - 1,481 triangles
tricolor06.jpg


enemy - 1,694 triangles
tricolor07.jpg
 
Seaman - Dreamcast ( seamans face/head is stored in an unknown place so only the bodys are displayed here.)


Cricketman? - 2,618 triangles
seaman01.jpg


Nearly adult seaman, body only - 1,788 triangles
seaman02.jpg


larva - 2,114 triangles
seaman03.jpg


spider - 2,816 triangles
seaman04.jpg


Seaman adult body only - 1,897
seaman06.jpg


nautilus without shell - 2,404 triangles
seaman05.jpg
 
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Seaman - Dreamcast ( seamans face/head is stored in an unknown place so only the bodys are displayed here.)


Cricketman? - 2,618 triangles
seaman01.jpg


Nearly adult seaman, body only - 1,788 triangles
seaman02.jpg


larva - 2,114 triangles
seaman03.jpg


spider - 2,816 triangles
seaman04.jpg


Seaman adult body only - 1,897
seaman06.jpg


nautilus without shell - 2,404 triangles
seaman05.jpg
do you have info about charaters and stages poly count in games like soul calibur, code veronica, sonic adventure, shenmue 1,2, vf3 ?
 
BikkuriMan 2000 - Viva! Festival! - dreamcast


Gameboard + building for gameboard - 8,031 triangles + 5,544 triangles
bikkuri03.jpg

bikkuri04.jpg


Shrine - 15,333 triangles
bikkuri05.jpg


Pillars in the slot machine room - 6,984 triangles
bikkuri06.jpg


slot machine - 2,478 triangles
bikkuri01.jpg


Zeus statue - 2,862 triangles
bikkuri02.jpg
 
Derby Tsuku - Dreamcast
( game can have up to 18 horses on screen, backgrounds are 2d unless a specific camera angle is needed. )

Gameplay jockey + horse - 1,386 triangles
DERBY01.jpg


Max level Ranch - 16,550 triangles
DERBY02.jpg


Cutscene detail jockey + horse - 2,982 triangles
DERBY03.jpg


ranch horse - 1,997 triangles
DERBY04.jpg


lvl 1 ranch - 3,943 triangles
DERBY05.jpg


3d track section - 626 triangles
DERBY06.jpg
 
I wonder which game pushed the most polygons on the Dreamcast and PS2 respectively and how much.

While hes not wrong about haven and grand prix challenge they actually arent the highest or most impressive. They are more or less tied with Jak 3 when i checked the vertices per frame counter on pcsx2 . They all pretty much top out at over 80k vertices per frame with jak 3 keeping higher scene complexity for gameplay consistently than the other two( especially haven who seems to fall to 7k to 20k vertices per frame). Ironically its Segas Virtua football pro that takes the number 1 spot with 100K vertices per frame in the opening cinematic to a soccer match. I dont think I have any other ps2 game reach as high or higher. Funny enough judging by games behavior its probably an evolution of the same engine that powered dreamcast worst soccer game, 90 minutes soccer. These are all emulator figures so take it with a grain of salt.

For dreamcast judging by what Ive seen demul author say Dead or alive 2 its really optimized for dreamcast , even over segas own offerings judging by the numbers. Doa2 according to that pushes likes 25k to 35k vertices per frame @ 60 fps, with him mentioning that dreamcast might even actually render more triangles than it does vertices. Thats not a bad output considering top ps2 games ran similar numbers at times. Peak ps2 is of course 1.5x to 2.5x faster by the looks of it when compared to peak dc. There was probably no drive to optimize games like tecmo did doa2 for dc since dc sales werent probably all that good.

Haven - 83, 000 vertices per frame
ps2polyhaven.jpg


Virtua football pro - 100,000 vertices per frame
ps2polysoccer.jpg


Grand prix challenge - 85,000 vertices per frame.
ps2poly-GP2.jpg
 
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...with him mentioning that dreamcast might even actually render more triangles than it does vertices.
How's that possible? As far as I'm aware the most optimal triangle count obtainable is slightly less than one per vertex which is where vertices become an analogue for counting triangles.
 
How's that possible? As far as I'm aware the most optimal triangle count obtainable is slightly less than one per vertex which is where vertices become an analogue for counting triangles.

I guess it really depends on the model topology and how much of it can be shared between verts. Heres a snippet of the human readable model format kamui2 for dreamcast could export to( its less a model format and seems more like c code imo that sets up everything from lighting, materials and so on). This is a teapot which has 25,600 triangles that I exported to the dreamcast format, as you can see it has half the amount of vertices compared to triangles. I guess this is what the emu author meant.

/* MESH 0 */

#define teapot01_NumVertex 12882
#define teapot01_NumFaces 25600
#define teapot01_NumStrips 377
#define teapot01_Flags 0x00000034
#define teapot01_Material -1
 
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