Where'd you get that from? The game models don't look half as good according to my eyes.Apparently the cutscene models are exactly the same as the models you play as/against.
Where'd you get that from? The game models don't look half as good according to my eyes.Apparently the cutscene models are exactly the same as the models you play as/against.
Where'd you get that from? The game models don't look half as good according to my eyes.
from Kojima productions via a XSI case study -
"Most of the characters that are animated on the console, including the main character, Snake, have been restricted to a data size (including the face model) of about 5,000 to 10,000 polygons. Further, characters are used that have the same polygon resolution in both the game action and the event demos."
That pretty much settles it. Amazing when I think about those being furious about 15-20k polygon estimation for Snake done by someone that got under fire for saying that as a professional modeler!
event demos = cut scenes?from Kojima productions via a XSI case study -
"Most of the characters that are animated on the console, including the main character, Snake, have been restricted to a data size (including the face model) of about 5,000 to 10,000 polygons. Further, characters are used that have the same polygon resolution in both the game action and the event demos."
Friendly Mod Note: The link to the article was posted a page back - http://forum.beyond3d.com/showpost.php?p=1217466&postcount=443
-AlS
event demos = cut scenes?
That's a trick question. Do you mean visible, rendered polygons, most polygons in the models without regard for culling etc., overall triangles used including invisible ones use ion effects, or what? It's actually a pretty stupid metric is you think about it. There are a million pixels in a 720p frame. You could have one triangle for each pixel and that would only require 1 million polygons. The use of > 1 million triangles is only because we can't yet optimize our polygon usage effectively. A game that did achieve this could get far better results from a much smaller polygon number than a typical engine, making the comparison with other titles pushing more polygons asinine.Which game has the record in total number of polys per frame?
That's a trick question. Do you mean visible, rendered polygons, most polygons in the models without regard for culling etc., overall triangles used including invisible ones use ion effects, or what? It's actually a pretty stupid metric is you think about it. There are a million pixels in a 720p frame. You could have one triangle for each pixel and that would only require 1 million polygons. The use of > 1 million triangles is only because we can't yet optimize our polygon usage effectively. A game that did achieve this could get far better results from a much smaller polygon number than a typical engine, making the comparison with other titles pushing more polygons asinine.
Which game has the record in total number of polys per frame?
Unless I'm mistaken I think it used closer to 12 MillionThx for explain, very interesting.
I remember Rogue Squadron II from Game Cube using a total of 6 million of polys with various texture layers, right?
A game of today have to use almost this number x 10.
Unless I'm mistaken I think it used closer to 12 Million
Ok thanks for the correction, I slightly misread the post.But that is per second, not per frame. to get per frame you need to divide that sum with amount of frames per second to get X/polygons per frame.
if 12m per second then...
@ 30fps it's 400k/polygons per frame
@ 60fps it's 200k/polygons per frame
There's just no way in hell (pardon my French) that that can be true. The cinematic/cutscene models (which you can observe very closely in the camouflage viewer screen) have all sorts of special effects and little details, such as wrinkle maps, and textile/fabric textures, that just aren't present in the in-game model. I mean, you can see for yourself when you're installing MGS4 or installing a new chapter, when Snake takes a smoke break, you can see the normal maps and bump maps and wrinkles change on the side of his face and cheek/jaw bones while he smokes. You don't have anywhere near that level of detail on Snake's face when you're playing the game and controlling the camera to look closely at his in-game model.from Kojima productions via a XSI case study -
"Most of the characters that are animated on the console, including the main character, Snake, have been restricted to a data size (including the face model) of about 5,000 to 10,000 polygons. Further, characters are used that have the same polygon resolution in both the game action and the event demos."
Doesn't the article say only the poly counts are the same? Certainly you're quoted passage doesn't mention anything about facial details being identical. Changing detail maps out would be an easier way to accomodate memory changes between gameplay and cutscenes....The cinematic/cutscene models (which you can observe very closely in the camouflage viewer screen) have all sorts of special effects and little details, such as wrinkle maps, and textile/fabric textures, that just aren't present in the in-game model.
But that is per second, not per frame. to get per frame you need to divide that sum with amount of frames per second to get X/polygons per frame.
if 12m per second then...
@ 30fps it's 400k/polygons per frame
@ 60fps it's 200k/polygons per frame