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

Malphas Boss from bayonetta is around 40k.
http://platinumgames.files.wordpress.com/2009/07/e794bbe5838fb.jpg

e794bbe5838fd.jpg


http://platinumgames.com/2009/07/13/summoning-the-demons/

kinda odd looking mesh, a lot of alpha mapping I'm guessing is used for the bird.

Mod Note: 1MB images are a no-no. Please stop using IMG tags for such large file sizes!
 
That bird summons looks bad with all of the artifacts. They have some cool designs I just don't think the machines are able to handle some of them without making them look bad.

yeah, the polys are pretty decent, but it's the textures they used for the alpha maps that's killing it.

they didn't use any soft feathering for the low-rez alpha maps.
http://platinumgames.files.wordpress.com/2009/07/e794bbe5838fc.jpg

I find that kinda odd case they use feathered alpha maps on hair and on the main character's hair like wings. (or whatever you call those things:smile:)
http://www.gamersyde.com/pop_images_bayonetta-11606-8.html

anyways, it still is in it's prototype stage, the game doesn't hit till around Jan of next year.
 
I wish people would stop saying that. It comes out in Japan next month and it's been done for the 360 for quite sometime.

exactly.

usually its asset lockoff a few months before release. (unless you get a showstopper)

and protoype? not sure ive ever heard that term used to describe an art asset
 
I wish people would stop saying that. It comes out in Japan next month and it's been done for the 360 for quite sometime.

those concept models don't really have an original date on them, they have date of when they were shown but not made.

anyways things like graphics can still be fixed during a demo's debut.
http://www.the-horror.com/index.php?id=features&s=bh5demo

http://www.giantbomb.com/bioshock/61-17280/oh-snap/35-17644/#27

old.
ote0c1.jpg


new.
2rmmxyf.jpg


and even after a game releases it can still be fixed during localization, or though a patch.
http://www.ripten.com/2008/10/15/2k-ps3-bioshock-to-get-post-release-graphics-patch/

the Japanese version of bioshock comes with the patch inside of the game, unlike the US and Europe versions.

so that's why people will continue to keep saying that....for every game that hasn't come out yet and localized for all areas.
 
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does any know which 360 games used the tessellator?

did mass effect1 used it , will mass effect2 be using it?

I'm reading that"Viva Pinata" used it, so that could mean that banjo kazooie: NB might be using it too.
 
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Solid evidence so far leads to only Gears of War 2 (fluid surfaces), Viva Pinata (terrain), and Halo Wars (terrain). I wouldn't be surprised if Halo 3 makes use of it for their fluid surfaces as well.

For terrain, it is a very good fit despite being simple. If Mass Effect 1 or 2 do not use it I would be fairly disappointed (somewhat).
 
unfortunately, Mass effect doesn't seem to be using it at all :cry:, don't know about ME2.

what about Fracture?

it seems like it is using it in gameplay but it doesn't seem to be showing up at all in wire frame mode.

0:56
http://www.youtube.com/watch?v=UjIDXQ0eY3Q

.............never knew the poly mesh of the main character was so high, it looks like it beats a lot of other games.:oops:

i wouldn't mind seeing the engine being reused for an other title, considering Ive seen a lot of buggy 3rd person game engines on 360.
 
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I think one of the dev here stated that the tesselator was used in alone in dark to generate height map on the fly, it was TB?
 
Solid evidence so far leads to only Gears of War 2 (fluid surfaces), Viva Pinata (terrain), and Halo Wars (terrain). I wouldn't be surprised if Halo 3 makes use of it for their fluid surfaces as well.

For terrain, it is a very good fit despite being simple. If Mass Effect 1 or 2 do not use it I would be fairly disappointed (somewhat).

Well ME2 is probably based on the last UE3 version (at least the same than Gears 2) so say that ME2 can use it for fluids is OK (but have we saw fluid in ME2?), but for others things, depend if Epic increased the use of it?
 
Solid evidence so far leads to only Gears of War 2 (fluid surfaces), Viva Pinata (terrain), and Halo Wars (terrain). I wouldn't be surprised if Halo 3 makes use of it for their fluid surfaces as well.

For terrain, it is a very good fit despite being simple. If Mass Effect 1 or 2 do not use it I would be fairly disappointed (somewhat).


I think Judging by how tesselation makes the fluid in Crysis,Gears & possibly Halo 3 look...it leads me to think that Resistance 2 may be using it too as the fluid in that game has some similarity with the one found in above mentioned games.

Forgive my ignorance, it was just my wild guess :)
 
Vertex Texture Fetch would be likely for Crysis and anything on PS3. 360 could do it too, but with tessellation, they'd be generating geometry on the fly.
 
how many polygons is the ball at the startup of the xbox360 ?

about 4k, or maybe a little over that.

..........hey trust me, that's plenty for a ball like figure with deep cuts into it.:smile:

anyway, is this running on 360?

it seems like it is with the framerate tanking a bit at the end, along with noticeable screen tearing..........(framerate dips and things like that are diminished with power house PCs in this current Gen)

http://www.gamersyde.com/stream_13054_en.html

if it's running on 360, that's amazing.......and there is no doubt some sort of tessalaton is being used for all that. (got my fingers crossed :smile:)
 
could devs use tesselation, like they use it for water, to make realistic moving clothes ?
I'm still waiting for a game that has clothes moving like what we could see in the final fantasy VII tech demo for PS3 (aeris robe) (was it even realtime ?)
 
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