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

Discussion in 'Console Technology' started by Farid, Sep 1, 2007.

  1. MJP

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    That would make a lot of sense, considering how they've been talking having seamless transitions from ground level to outer space.
     
  2. Laa-Yosh

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    Yeah, it's also instant LOD for the distant parts of the terrain.
     
  3. Hazuki Ryu

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    I see, so it's unrelated to the 30k characters they mentioned, would those numbers seem realistic to you anyway?
     
  4. Laa-Yosh

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    For the cinematics, yes, it does sound reasonable when looking at the models, especially if you can catch a comparison image of the Reach armor and Master Chief in Halo 3.
    For ingame, only when you're really close to someone. Then again it's safe to assume that Reach will also have a melee attack.
     
  5. COPS N RAPPERS

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    hmmmmm, July 11th, i was completely unaware of the existence of this article.

    30k seems like a high number, it's a believable number for some games but considering of how many soldiers are usually on screen in many halo games, i think the performance would drop quite a bit.

    it does however mention the use of tessellation. (a feature that i think would give it the necessary boost in performance with using such high polys.)

    Tessellation was used before in Halo wars, though it was entirely for terrain purposes, and i think that's where my money would be on for Halo reach.

    though considering that Reach does run on a completely separate engine than all the other halo games, it's possible to say that feature could quite as well be used on other things too.

    with little evidence to support 30k models being used, I did examined the model of lone wolf that bungie posted on their home page a while back, my guesstimate does lead me to believe the level of geometry may be greater than gears of war 2.

    same pic but with brightness up 60 percent.
    http://i45.tinypic.com/2py9axh.jpg

    comparing some of halo reach's captures to gears2's.

    original Lone wolf shot from Bungie.net
    http://www.bungie.net/images/Games/Reach/vga/Bungie_REACH_1280x720.jpg

    Gears of war2
    http://screenshots.teamxbox.com/screen-hires/81474/Gears-of-War-2/

    Halo reach
    http://i101.photobucket.com/albums/m49/aerofx/Untitled-5.jpg

    marcus fenix in both gears 2 and 1.
    http://screenshots.teamxbox.com/screen-hires/81383/Gears-of-War-2/
    http://screenshots.teamxbox.com/screen-hires/54420/Gears-of-War/

    it does seem to show a bit of a gap.:???:

    edit, sorry about that; it's been reedited now.
     
    #865 COPS N RAPPERS, Dec 24, 2009
    Last edited by a moderator: Dec 25, 2009
  6. TheAlSpark

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  7. arhra

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    It's almost assuredly bullshit. All the article does is take a bunch of Microsoft/DX11 presentations from GDC, and make the baseless claim that all the technology discussed in them will be present in Reach (which is a bit of a stretch when you consider that the 360 doesn't even support Hull and Domain shaders in the DX11 sense...)
     
  8. E2K

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    10MB edram = free Hull + Domain shaders ? :lol:
     
  9. TheAlSpark

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    Not at all...
     
  10. COPS N RAPPERS

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  11. proffesso

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    i have this, i'll scan the pages later today if people are interested.


    basically its zbrush/maya for models, xsi for anim, custom for effects etc. polycounts are nothing extreme (well, except the guy with the afro, his hair musta been a pain in the ass)
     
  12. Shifty Geezer

    Shifty Geezer uber-Troll!
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    Posting scanned images is a copyright infringement. Posting up the details would be great though. We only need numbers!
     
  13. proffesso

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    there were no numbers from what I recall
     
  14. COPS N RAPPERS

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  15. Laa-Yosh

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    Do you even get to see that character? I thought it was a first person game, and the cinematics were 2D animated.
     
  16. TheAlSpark

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    You can see the rest of her body head down, and sometimes behind/side on a couple of the sliding maneuvers I think.
     
  17. COPS N RAPPERS

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  18. COPS N RAPPERS

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    stuff on the game bayonetta. (under customer stories.)
    http://translate.google.com/translate?hl=en&sl=ja&u=http://www.autodesk.co.jp/adsk/servlet/pc/index%3Fid%3D13695173%26siteID%3D1169823&ei=OyxRS-a5BoTKsAP4juz8Bw&sa=X&oi=translate&ct=result&resnum=1&ved=0CAkQ7gEwAA&prev=/search%3Fq%3Dsoftimage%2Bjapan%26hl%3Den%26client%3Dfirefox-a%26channel%3Ds%26rls%3Dorg.mozilla:en-US:eek:fficial%26hs%3DWSz%26sa%3DG

    i believe the main character is made up of 23k polygons, though it's a little hard to tell with translation issues. :???:

    Original wording-
    Google translator says-
    MS translator says-
    "bayonetta 20000 3" ......?????

    Yahoo babelfish says-
    http://babelfish.yahoo.com/translate_txt

    lol, "beyonetsuta"

    i don't know, i think i can understand babelfish a little better.:smile2:
     
    #878 COPS N RAPPERS, Jan 16, 2010
    Last edited by a moderator: Jan 16, 2010
  19. ultragpu

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    The Kanji 2 万 3 千 means 23k. So yes the model has 23k polygons. They must have used a lot of tris for the hair too.
     
  20. ultragpu

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    So the word is 500k polygons per car in GT5 as compared to 200k in GT5P, I wonder if that's for the photomode or ingame.
     
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