Tropico 3?
Yep. On the PC at "Ultra" view distance setting, which is really kill-your-GPU overboard, the same scene I just measured reaches > 6.5 mln.
Tropico 3?
Yep.
Yep. On the PC at "Ultra" view distance setting, which is really kill-your-GPU overboard, the same scene I just measured reaches > 6.5 mln.
yes youre right, my browser was displaying the image downscaled 52% + not 100%hmmmm, the Half life shot is bigger
Heh, after seeing the visuals on PC, I thought the 360 might struggle. Getting it working at all is a big enough achievement.
Heh, after seeing the visuals on PC, I thought the 360 might struggle. Getting it working at all is a big enough achievement.
Would be interesting to know how such high polygon numbers are dsitributed in a RTS games.
For us, most of the pain comes from the nearby trees - there's still a good 1000-2000 of them before they turn to billboards, and they are pretty high-poly and have no geometry LODs; and the buildings, especially in the late game when you have built up the island. Before a round of Xbox 360-related geometry trimming (aimed at reducing memory footprint, not on-screen vertex count), we had several buildings above 20k vertices, and one at almost 50k!)
Also, artists love sunset lighting, with the sun pretty low above the horizon - which means a very slanted shadowmap frustum, and lots of objects in the shadowmap. We typically have more vertices/polygons rendered in the shadowmap than in the normal scene (thankfully there is little to no pixelshader when rendering the shadowmap).
As far as number goes, the highest poly count displayed on screen has to be Lair, the density of the main dragon and the number of objects in the environment are simply astounding.
Well clearly you haven't played the game then , some of the levels featured polygon density far superior to what screenshots are available on the net. It's a pretty old game now but the technology behind it bears great potential if ever unleashed to full.It boilsdown to if it is curved objects, sprite distance, terrain tesselation LOD levels etc. There being "lots" of obejcts alone aint a solid argument for high polygon levels. But looking at screenshots/videos I doubt that could be more than 2m at best. LODing is heavily used.
So lack of several LODs for trees up the polygon count quite some. Out of curiosity wouldn't this be a perfect opportunity to use tesselation for a more "sane" ( ) polygon budget?
Nebula said:How many polygons would it be for the 20k and 50k vertices buildings?
I don't think it's true, not sure if it is anyways.
There's actually no reason for it to be that high, until they show more info like a wire frame mesh of the new Nathan than we can say it's true. frankly, i think it's the same poly counts just with rougher looking textures.
for one, the hair in uncharted2 looks pretty much like it's not changed or increased in polys, meaning it's got the same bends to it, and the ears look the exactly the same.
UC2
http://i38.tinypic.com/282m176.jpg
UC1
http://i37.tinypic.com/20a2fs8.jpg
And the neck collar on the new Nathan in the shot also has solid bends in it.
the first uncharted had just the right amount of polygons, with the average of 15k for enemies, main characters ranging 20k+ polygons, and with the main character "Nathan" being 26k.
http://i38.tinypic.com/rmi77l.jpg
i think 80k is the model for some instances in cutscnes, but they claim to use the same assets for cutscene and in-
game clearly with LOD, differently from UC1 where the assets isn't the same.
i think 80k is the model for some instances in cutscnes, but they claim to use the same assets for cutscene and in-
game clearly with LOD, differently from UC1 where the assets isn't the same.
They did provide numbers actually, in character modeling 2 at least. Kevin Lanning the Epic artist mentioned the Boomer game model is 10952polys, Wretch model is 10292 and Marcus is 15k.I have it pre-ordered, although mostly for Gio Nakpil's article. He's been a modeler at ILM for many years and is a very good artist.
As for KZ2, I wouldn't expect poly count numbers; at least the previous Character modeling book from Ballistic, that had the articles on Gears of War, had no hard data on Epic's stuff.
But if you look at this picture:
http://www.flickr.com/photos/teohyc/4079988904/sizes/o/in/set-72157614774709640/
well it doesn't look that high to me, about 12-15K.
Not to mention that those few pages actually talk about outsourcing a lot of the artwork to Massive Black, an independent art studio...
Anyway, once I get the book I can write up a short summary of the KZ2 info.