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

Discussion in 'Console Technology' started by Farid, Sep 1, 2007.

  1. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    No it is not when taking into account what else is being rendered. And Lost Planet may well be 2m/polys average aswell as Dead Rising, would you call them crappy to polygon wise?

    The games with most polygons peak, are Dead Rising and Lost Planet, whereas LP is out for PC and PS3. On Crysis you will get to 3m+ peak polygon count per frame, but becouse it is less than 1m polys of Dead Rising it means it is crappy? Do you even have an idea how many times Crysis redraws the same frame to achieve desired effects in high and very high? -far more times than LP or DR.

    Each time you redraw the frame you will have to redraw most if not all polygons depending on method used. Why games with more impressive effetcs and graphics has less amount of polygons. Actually you only have 1 game DR with large amount of peak polygon count. A game that besides that looks flat compared to other games with 1m polygons or around that number.

    And that means peak, the Crysis numbers are average. Crysis peaks above 3m in heavier scenes/battles. What differs that peak from the peak in other games? -Nothing.

    Are you turning this into a HW scalability discussion? PC games does and have always had settings to scale to your system. A moderate system has no problem doing 4m polygons at 30fps+ in Crysis if that is what you are asking for or?

    Would it also be embarassing to run xbox games on your xbox360 due to thoose games having far less polygons? Or how about xbox360 games on xbox720? You get the point?

    And think about x amount polygons but for what? For example Dead Rising characters have low amount of polygons, it is the sheer amount of them that ups the polygon count in that game.

    No becouse there is several LOD levels for assets in games, which means you can customize according to HW. Weak system needs more agressive LOD, powerful system dont.

    I dont really follow how Mafia 2 poly counts show how PC is weak for handling polygons, especially when the games is to be released for consoles to at same time. It is a multiplatform game and as seen with other mp games the lowest common denominator is the limiter, that is the consoles.

    Im sorry but could you behave more maturely when proof is being posted that contradicts your baseless claims. An interview hosted by different sites with the devs. It is the devs own words about poly counts, what else is there to discuss? You either accept proof and reality or continue to live in a bubble beliving in lies. :???:


    Here, take a look at Dead Rising characters, notice all the hard edges, differences it nothing from Mafia 2, honestly looks even less detailed geometry wise.

    Hand, arm, shoulders, head top, belly, etc (you see the hard edges?)
    http://xbox360.ign.com/dor/xbox360/748396/images/dead-rising-20060803050701628.html
    http://xbox360.ign.com/dor/dead-rising/748396/images/dead-rising-20060803050710316.html
     
    #321 Neb, Mar 11, 2008
    Last edited by a moderator: Mar 11, 2008
  2. StefanS

    StefanS meandering Velosoph
    Veteran

    Joined:
    Apr 20, 2002
    Messages:
    3,608
    Likes Received:
    75
    Location:
    Vienna

    Mod advice:

    Let's not make this a personal discussion. Keep it civil and avoid getting heated up( I've got the flu pretty badly and so I am bit cranky today; this isn't exactly the time to piss me off.)

    So, make your points without snide remarks about each other...
     
  3. Hazuki Ryu

    Regular

    Joined:
    Nov 3, 2007
    Messages:
    373
    Likes Received:
    0
    You guys think Gears of War 2 is going to have more, less or the same ammount of polygons on characters the first one did?
     
  4. aaronspink

    Veteran

    Joined:
    Jun 20, 2003
    Messages:
    2,641
    Likes Received:
    64
    Rule #209586: Any comment with a serious reference to SC:DA is immediately discarded as either potential trolling or unintended humor.

    Seriously, I don't think I've played a game designed/coded worse than SA: DA in the past 8 years.
     
    #324 aaronspink, Apr 24, 2008
    Last edited by a moderator: Apr 24, 2008
  5. aaronspink

    Veteran

    Joined:
    Jun 20, 2003
    Messages:
    2,641
    Likes Received:
    64
    maybe a little more, depends on what else to add/subtract from the general environment.
     
  6. Betanumerical

    Veteran

    Joined:
    Aug 20, 2007
    Messages:
    1,763
    Likes Received:
    280
    Location:
    In the land of the drop bears
    Are those Dead Rising / Lost Planet numbers pre or post culling? same with the Crysis number.
     
  7. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Dont know for the Lost Planet/Dead Rising ones but the Crysis ones are after culling.
     
  8. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Just a friendly reminder to folks that the spirit of the thread was to see how polygon counts have advanced/progressed over time. Please keep the platform generalizations and e-pen0r comparisons out.
     
  9. Hazuki Ryu

    Regular

    Joined:
    Nov 3, 2007
    Messages:
    373
    Likes Received:
    0
    Anyone has an idea how much the polygon count has increased from Gow to Gow 2's current footage?

    Gow: Marcus - 15,000 polygons with diffuse, specular and normal maps

    Gow 2: ??

    Looks to me like its using more. How many more do you guys think it would be possible?

    [​IMG]

    [​IMG]
     
  10. morpheus21_au

    Newcomer

    Joined:
    May 25, 2008
    Messages:
    1
    Likes Received:
    0
    Jak 3 PS2

    Listened to the commentary on the cut-scenes with Jak 3 and when a scence comes up with Cyber Erroll they state that the model contains 20 000 polygons. That seems incredible for the PS2 especially compared to the numbers posted about current gen games.

    Would love to know more polygon numbers for PS2 especially for the Kingdom Hearts series and Silent Hill 3 (has been discussed but no estimates or anything)
     
  11. ken_masters

    Newcomer

    Joined:
    Sep 19, 2007
    Messages:
    47
    Likes Received:
    0
    How many in Resident Evil remake from Game Cube?
     
  12. Turok

    Regular

    Joined:
    Dec 24, 2006
    Messages:
    330
    Likes Received:
    0
    If memory serves me right it's 10,000 for the main characters.
     
  13. Karamazov

    Veteran

    Joined:
    Sep 20, 2005
    Messages:
    4,823
    Likes Received:
    5,232
    Location:
    France
    How many polygons can push the Xbox360 in game conditions ? Do anyone know ?
     
  14. Dominik D

    Regular

    Joined:
    Mar 23, 2007
    Messages:
    782
    Likes Received:
    22
    Location:
    Wroclaw, Poland
    How are they shaded? How big are they? Do they overlap? This question has no good answer and the only one you can get is "enough". Which was also true for, say, Dreamcast.
     
  15. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Indeed. It's a number between 1 and 500 million triangles per second, inversely proportional to the complexity of the shaders.

    This has been discussed long ago: http://forum.beyond3d.com/showthread.php?t=22358
     
  16. Heinrich4

    Regular

    Joined:
    Aug 11, 2005
    Messages:
    596
    Likes Received:
    9
    Location:
    Rio de Janeiro,Brazil
  17. Dominik D

    Regular

    Joined:
    Mar 23, 2007
    Messages:
    782
    Likes Received:
    22
    Location:
    Wroclaw, Poland
    I wasn't asking those questions so I can give the answer. I was asking them to present the large amount of variable conditions that impact the answer. This also implies that there is no answer to this question and there never will be. Because it's not a reasonable question to ask in the first place.
     
  18. fearsomepirate

    fearsomepirate Dinosaur Hunter
    Veteran

    Joined:
    Sep 1, 2005
    Messages:
    2,743
    Likes Received:
    65
    Location:
    Kentucky
    If you don't want an answer to your question, don't ask.
     
  19. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Rhetorical question.
     
  20. Mobius1aic

    Mobius1aic Quo vadis?
    Veteran

    Joined:
    Oct 30, 2007
    Messages:
    1,715
    Likes Received:
    293
    Armor tends to be more angular anyways in practical design, so therefore it's possible to need high polygon counts since sometimes those angles really can't be simulated with shaders. Things like the individual ammo satchels on a combat vest/armor system. If you look at MGS4, the amount of detail put into the non-curved surfaces on characters is insane like Snake's ammo vest system or Vamp's BDU gear (anyone else notice how his gear and the FROGS unit are the same?). Honestly I don't ever want to see a strap of some kind on a character that's really just a texture. By these days that strap should actually be built of actual polygons on top, bottom, and the sides.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...