Yes, changes in visible triangle implies a higher quality model for the purpose. It's not uncommon for in-game cut-scenes to use a higher quality model, certainly back to last gen if not before.
Yet all everyone got hung up on was that 10-20K sounds lower than that magic "60K for the hair only" silliness... some people here are kinda strange. And why exaclty do those numbers matter anyway?
Honestly Deepbrown, maybe you are misstaking the mapping for actual true geometry? In this picture you can see lots of hard edges on his arm, shoulder, rear, legs etc for example, you see it?
Example image
Of course mapping is there to lure the brain to believe things are made out of more polygons than they actually are but it doesnt change the fact that its not true geometry.
The funniest part about all this debate is that I've actually praised MGS4 for having 1. more detail in its models then Gears as an example and 2. putting detail even into less obvious places.
Yet all everyone got hung up on was that 10-20K sounds lower than that magic "60K for the hair only" silliness... some people here are kinda strange. And why exaclty do those numbers matter anyway?
I'm not looking for 60,000. I'm saying that the standard for an impressive character this gen is around 20-30,000, and the standard for an average model is 10-15,000. I don't believe Kojima Productions is talented enough to get such an impressive character model with only 10-15,000 polygons.
Being that thereis a scaling effect for the total number of polygons per scene, leading to the character model getting more or less polys depending on type of scene, what are you folks tagging the 10-20k (or whatever the hell it is) to? Is it the camera-centered Snake? I'm just curious.
LOD. Every sane game has it these days. You don't want to render 5000 triangles for a character who's a dozen pixels high viewed from miles away!
To answer NERO's question, ...