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

It's lighting is N64 level with the same flat lighting across everything which is made even worse due to pretty much everything missing a shadow.

Changing the colour of the flat lighting to a shade of orange to 'simulate' a particular time of day doesn't make it's lighting any less flat.

I don't see the obsession with this game graphically:

- It has a poor frame rate
- It shimmers every where
- Has notable pop-in
- Has small play areas due to DC's limited RAM
- Missing shadows on pretty much everything
- Flat lighting
- Suffers with dithering artefacts

It's nothing special.
Idk why you keep saying they don't have shadows, when it's obvious that they do. Idk why you have an obsession with ps2 graphics: for example,
-even poorer framerate
-shimmers even harder due to lower resolution
-has narrow levels due to ps2s limited RAM
-everything is shades of brown quite possibly due to limited ps2 RAM
-simple lighting
-artifacts everywhere
-really low res, muddy textures
But it still looks great in its own right! Just like shenmue. Idk why you can't understand that.
 
While also doing more 'simulation' than any open world game on DC while having better lighting and effects.
More simulation where? It rains, and has time of day; not to mention the Cannon fodder npc that look like ps1 models. Shenmue has all types of weather, time of day, people actually live their lives, have personalities, different voices, completely different models, textures etc.
 
Can we please bring this thread back on topic? We've rehashed the ps2 vs dc stuff numerous times. Next thing that will happen is someone brings up xbox being better than ps2 and then the thread ends with someone chiming in about Factor5 on GameCube.

Please keep this thread about poly counts.
 
Can we please bring this thread back on topic? We've rehashed the ps2 vs dc stuff numerous times. Next thing that will happen is someone brings up xbox being better than ps2 and then the thread ends with someone chiming in about Factor5 on GameCube.

Please keep this thread about poly counts.

Youre the only one feeding the troll at this point. I already moved on(seems everyone else did) and working on another game extraction . Stop responding to him , thats all.
 
Can we please bring this thread back on topic? We've rehashed the ps2 vs dc stuff numerous times. Next thing that will happen is someone brings up xbox being better than ps2 and then the thread ends with someone chiming in about Factor5 on GameCube.

Please keep this thread about poly counts.
Will do!would love to know the poly counts of the likes of ff12, or mortal kombat deception through Armageddon
 
Kamen Rider Super Climax Heroes - psp
The character models are actually slightly lower polygon count than displayed because the hands have multiple copy models for animation purposes. I guess hands specifically use morph target animation.

Eternal - 5,044 triangles
https://i.ibb.co/SscJTxZ/superclimax1.jpg


New Den-O - 7,051 triangles
https://i.ibb.co/0VSNVPg/superclimax2.jpg



Stage - 3,086 triangles
https://i.ibb.co/DwgxNWD/superclimax3.jpg


Stage - 3,487 triangles
https://i.ibb.co/t2rnJfx/superclimax4.jpg
 
Busou Shinki : battle masters - PSP

Base character - 1,486 triangles
https://i.ibb.co/Fm3pd98/busou1.jpg


Base character - 1,595 triangles
https://i.ibb.co/yBPpG3Q/busou2.jpg


Stage - 8,306 triangles
busou3



stage - 11, 694 triangles
busou4
 
Unless you played the games with a frame rate counter on that is simply a baseless opinion.

Gameplay speed is tied to frame rate. Even a retarded mole could tell the overall framerate, roughly speaking. Fortunately, many a mole has played the game and some have done so with frame rate tools.

Anthony, if you're putting in hard work against Shenmue being impressive even against the words of Mark Cerny, and DF, who disagree, you might want to question your technical appreciation.

I'm very comfortable in my own realm of experience of being a bumbling retard, but I'd happily defer to Mark Cerny, who considers Yu Suzuki both a friend and a god amongst game developers. Cerny's personal translation of Suzuki's tale of making Shenmue is remarkable.

Personally speaking, if Mark Cerny speaks with reverence for a game and a developer, I'm inclined to listen.
 
Evangelion Jo - PSP
Characters might actually be slightly lower than displayed due to extra hand copies for morph target animation of it.

Eva 01 - 3,910 triangles
https://i.ibb.co/0scQ6pk/evajo3.jpg


Bardiel - 3,208
https://i.ibb.co/QvBJSZ5/evajo4.jpg


Stage - 19,622 triangles
https://i.ibb.co/Q8F2v0x/evajo1.jpg



Stage - 17,014 triangles
https://i.ibb.co/Hp8716N/evajo2.jpg
 
God Eater - PSP
Character and stage bits are dense polygon wise for precomputed lighting and shadows in vertex color.

Soma no weapon - 2,356 triangles
https://i.ibb.co/kMn4K8p/eater5.jpg


Sakuya with weapon - 3,550 triangles
https://i.ibb.co/nnH5vDt/eater2.jpg


Hannibal - 2,898 triangles
eater4


Ogretail - 1,046 triangles
eater7


Headquarters- 8,386 triangles
https://i.ibb.co/r2jFfrt/eater1.jpg


Battle stage part - 3,993 triangles
https://i.ibb.co/C1nTMM0/eater3.jpg


Battle stage - 4,004 triangles
https://i.ibb.co/kJCsSxz/eater6.jpg
 

Cloofoofoo those are amazing numbers1 Im surprised by the high polys on Kamen Riders PSP Characters...7K models seems above the average. Kudos for your hard work, could you please bring us some Atomiswave numbers? may be Force Five, Kenju or Faster Than Speed.​

 

Cloofoofoo those are amazing numbers1 Im surprised by the high polys on Kamen Riders PSP Characters...7K models seems above the average. Kudos for your hard work, could you please bring us some Atomiswave numbers? may be Force Five, Kenju or Faster Than Speed.​


Take note i said the kamen rider has morph target hands, so it will slightly lower than displayed if i erased the copy hands.
Nope. Atomiswave has a weird filesystem that pretty much cant be opened by anything. Atomiswave uses regular ninja models , same as some dc games. You could pull out the ninja files, i have done it before its huge mess. So ill pass.
 
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Kenju - Atomiswave/Dreamcast ( the only one I will post since it was done a while back. Too annoying to pick out the models)
Characters rely alot of morph target for the facial and hands animation. Since I cant delete the face and hands copies it inflates the polygon count.

Zine (final boss) - 8,956 triangles
https://i.ibb.co/Bnn13HM/kenju3.jpg


Nanoha - 12,951
https://i.ibb.co/nkJQxJN/kenju4.jpg


Bridge stage - 3,445 triangles
https://i.ibb.co/SrSfc7Y/kenju2.jpg


soccer stadium stage - 4,391 triangles
https://i.ibb.co/BcSQmQ5/kenju1.jpg
 
Berserk - Dreamcast

Guts ( gameplay) - 1,529 triangles
https://i.ibb.co/3hJPF7J/bersekdc3.jpg


Guts (cutscene) - 3,193 triangles
https://i.ibb.co/vhrkjyY/bersekdc2.jpg



Kasca - 3,982 triangles
https://i.ibb.co/52ZbfCn/bersekdc6.jpg


Puck - 3,968 triangles
https://i.ibb.co/800B00m/bersekdc1.jpg


Balzac wife - 3,798 triangles
https://i.ibb.co/GxKwjT0/bersekdc4.jpg


regular enemy - 1,034 triangles
https://i.ibb.co/4jxvpyY/bersekdc7.jpg


Balazac apostle - 6,798 triangles
https://i.ibb.co/mhrhNLL/bersekdc5.jpg
 
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