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

Very cool thread, I agree with the sticky!

Gears is already names... lets see... oh, PGR3. Cars: 80,000-120,000 polys per car. About half for the exteriors, half for the interiors.

Did someone mention GT5 cars are 200k each?

Yeah GT:5 cars are 200k each, and snakes beard in MGS4 is more polys then one enemy in MGS3 ;)
 
Very cool thread, I agree with the sticky!
If we want to do this properly, which isn't a bad idea although stickies themselves are to be kept to a minimum (how about a linkage index thread that links to 'valuable' threads so people don't need to search for them?), people need to add sources. Otherwise they could just be making them up.

Other than that, I'll just add that the dog character in the PS1 game Kurushi Final was made out of 120,000 polygons!!!...

;)
 
If we want to do this properly, which isn't a bad idea although stickies themselves are to be kept to a minimum (how about a linkage index thread that links to 'valuable' threads so people don't need to search for them?), people need to add sources. Otherwise they could just be making them up.

Other than that, I'll just add that the dog character in the PS1 game Kurushi Final was made out of 120,000 polygons!!!...

;)

That said, I'd prefer an actual dedicated repository that would be linked to in OP; having it all in here gives way for it to be lost in discussion. ;)
 
If an official poly-count repository is wanted, we can create a thread just for that, no discussion, and update it with info. People can post in new figures into the thread and I can edit them into the OP and remove the post. That'd be a very clean system open to user contribution.
 
Very cool thread, I agree with the sticky!

Gears is already names... lets see... oh, PGR3. Cars: 80,000-120,000 polys per car. About half for the exteriors, half for the interiors.

http://www.bizarrecreations.com/article.php?article_id=5098

Some cars have around 85,000 polygons, but many go as high as 105,000. The McLaren F1 LM (my favourite PGR3 car!) clocked in at over 100,000. Obviously these counts include the car interiors as well as the exteriors, but they don't include the extra geometry to display car damage, which can add between 10,000 and 20,000 more triangles per car.

Always nice to have the original source. ;)

Btw, maybe not a sticky thread for this... but maybe a stickied post with "Links to our Favorite Console 3D/Technology Discussion Threads" or something or the other?
 
The same point can be made of every figure here! You don't render the side facing away from camera. This is only a list of model complexity, and not what's being drawn on screen.
 
The same point can be made of every figure here! You don't render the side facing away from camera. This is only a list of model complexity, and not what's being drawn on screen.

I would disagree completely.

The car interior is only rendered when using the cockpit mode, and in that mode, you will never render your cars exterior. So say, if you would want to compare it to other games, a game like say Forza 2, that has no interior cockpit view, it would skew the numbers by a lot.
 
I would disagree completely.

The car interior is only rendered when using the cockpit mode, and in that mode, you will never render your cars exterior. So say, if you would want to compare it to other games, a game like say Forza 2, that has no interior cockpit view, it would skew the numbers by a lot.

Completely not true. The car's interior is also rendered when you see the car from the outside. See for instance GT:HD, take the Rally car, and then put the camera in front of the car facing towards the car. You can see the interior of the car, the two(!) animated drivers in the car, and light and shadows on the interior of the car as well as the drivers, etc. Or if you take the Ferrari, looking through the window from the side given the right angle you can easily make out the yellow rpm (or was it speed, can't remember) dial in the dashboard. All this is even clearer in the car selection screen.
 
Arwin's right. Further, even in cockpit view you have to render the parts of the car you can see (like the hood, and anything in the mirror) as well as other cars outsides of your car and have to account for the fact at any moment you can switch to an external camera.
 
C'mon guys, have you ever heard about LOD? :)
The full model might have over 200k triangles but rendering all of them all the time, interiors included, would be stupid -> extra rendering cost for no visual return
 
I would disagree completely.
Whatever complexity the models, you aren't rendered all the polygons of it at the same time. Whether they're occluded by the other side of the same object, or the other geometry getting in the way, makes no difference. There's a fundamental difference between how many polygons a game is rendering and how many polygons are in certain models. This thread is about the latter.
 
I am quite surprised after seeing that one of the gears of wars characters has the same polycount as Leon on RE4. What a difference normal mapping can make.
 
Virtua Fighter 5 characters weigh in at around 40K triangles on Lindbergh, actually, revealed in an article with Sega Sammy discussing the game's graphics. The backgrounds range from about 100K to 300K.

It was the NAOMI2 Virtua Fighter 4 which had characters with around 14K polygons as Sega had revealed in a Japanese trade magazine for computer graphics. Backgrounds in the arcade were about 50K.

The PS2 managed to reach half of that with 7K poly characters, after scaling back the lighting, in its versions of Virtua Fighter 4.
 
Unreal Tournament 3

Chris Wells creates warriors.


"Previous to joining Epic, I was working on PlayStation 2 games," Wells tells us. "To create a character would be around about six days, modelling characters of around 1500 to 2000 polygons, unwrapping it and skinning it."

And now? "Well, ideally, what we try to go for is two to three weeks for modelling the high poly, about a week for processing, and about one to two weeks for materials creation. Sometimes, depending on if it's a hero character, that can take about forty-five days including the concept part of it - because of the density of the meshes that we work with."

"To get the detail that we need, our characters are upwards of 30 million polygons."

Each character takes six weeks to create. There's very little room for mistakes, when going back to the drawing board can take months.

From six days to six weeks; from 2000 polygons to 30 million polygons. "It's a big difference," grins Wells, possibly winning our award for best understatement of the week - and even then, the basic figures only scratch the surface of the change that has occurred in game art in the last few years.
 
nAo said:
extra rendering cost for no visual return
But you forget that LOD is like all those other techs (compression etc.). If developer does not issue a press release about it, they are clearly not using any of it.

Hence 99.99% of games run with no LOD, store all data on discs uncompressed, and god knows what else... :oops:

Speaking of which, when are you gonna reveal character/etc. poly numbers for HS? :p


Anyway on topic, I recall GT3/4 cars are 2k-4k. I don't have an official quote because it was from someone inside PD rather then press.
 
Midnight Club (PS3/Xbox360)

Midnight Club Impresses

"These cars are 100,000 polygons," I'm told at Rockstar's booth. "That's not how many polys you'll see in Maya, that is the actual, in-game count." The man helming the controller dutifully pans around the car to show it off. It is impressive looking, down to the detailed interior. We then put the camera inside the car. Welcome to Midnight Club: Los Angeles and,yes, there is a cockpit view. "This is my favorite way to play," the Rockstar rep tells me, beaming ear to ear.
 
Anyway on topic, I recall GT3/4 cars are 2k-4k. I don't have an official quote because it was from someone inside PD rather then press.

GT4
Each vehicle will be rendered with more than 5,000 polygons, allowing for fine details down to the disc brakes behind the rims

Gran Turismo 3 A-spec
Gran Turismo 3 A-spec features over 150 detailed cars -- each composed of more than 4,000 polygons
 
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