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

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

  1. ihamoitc2005

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    Hello my friend, you are correct.

    The polygon amounts are for the body, not including tires and rims.

    I don't know what is the amount for those objects. Maybe the total maximum in-game car amount is not very different from interior mesh (80k).
     
  2. Karamazov

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  3. Ruskie

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    Yea.I knew it...they cant possibly be that bad.But yea poly count on cars that are not in direct focus is a bit lower than i thought it would be but game will still look ace...heh,good design and art team can do wonders.
     
  4. nintenho

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  5. nightshade

    nightshade Wookies love cookies!
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    The 3rd & 4th image features a standard car.
     
  6. Trejser

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    This is interesting:

    http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysis?page=1

    Grandmaster is talking about highest LOD of gameplay model (second quote suggest so)?
     
  7. ion

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    don't modern GPU's render billions of polygons per frame? seems a few million per frame is kinda low but i'm sure all the other features eat up power.

    i remember Messiah on the PC advertised each of their characters used 100,000 polygons and that was back in the Voodoo 3 days.
    I wonder what Fight Night Round 4 has per character?
     
  8. Neb

    Neb Iron "BEAST" Man
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    Messiah had 100k for highest LOD for characters which it scaled to depeding on distance and CPU used or alternatively if you used Geforce256 with TnL.

    Depends on game complexity. Soem games needs to have geometry fully or partially processed several times. For example in Crysis character polygon count is twice with shader setting set to medium or high and upwards than base mesh but geometry complexity is the same visually.
     
    #968 Neb, Nov 27, 2010
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  9. Neb

    Neb Iron "BEAST" Man
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    2 and 5 are premium cars. You can see how idnicidual car parts are geometrically while GT4 cars cant have those shapes since highest LOD for GT4 cars is 4-5k polygons.

    Btw saw these 2 comparisions of highest LOD cars in photmode.

    http://i.imgur.com/1mDyt.jpg
    http://i.imgur.com/uGxnJ.jpg
     
    #969 Neb, Nov 27, 2010
    Last edited by a moderator: Nov 27, 2010
  10. Shifty Geezer

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    No.
     
  11. Megadrive1988

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    a few billion polygons per second perhaps, but not per frame.
     
  12. Laa-Yosh

    Laa-Yosh I can has custom title?
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    Not even that much, IMHO.
    Consoles are easily capable of a few million polygons per scene, which they usually render multiple times because of Z or light pre-passes, and multiple shadow buffers. More polygons, however, don't always make sense as they can bring down the fragment shader efficiency when using too small triangles.
     
  13. sebbbi

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    I was just wondering if their 4xAA is actually 4xMSAA or 2xMSAA with alternating sample pattern (2xTAA + 2xMSAA). Both would look almost identical at 60 fps... and they have "Anti-Flicker" option in the settings (most likely disables the TAA, since it could theoretically at least cause flicker on some TV sets).
     
  14. Karamazov

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    Correction: in the second picture, the FM3 models are AI cars and not high LOD.
     
  15. Shifty Geezer

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    But not in the direct grab stills the pixel counters use! ;)
     
  16. Neb

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    But AFAIK if framerate drops under 60fps then the TAA will get disabled, no?

    That atleast the case with ATI X800 series that supported TAA but if framerate dipped below 60fps it was disabled. Having this in mind and GT5 often droping frames and not holding much of 60fps then it will be a mixed bag regarding results.
     
  17. Nesh

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    Are these photomode pics or gameplay/replay? Because AFAIR Forza3's cars never looked so "curvy" from my experience. Polygon edges were very visible during gameplay or replay. Never looked that detailed.

    As for GT5 I have no idea since I havent gotten my hands on the full game yet
     
  18. TheWretched

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    I guess these are replay photo mode shots (not photo travel, which has higher precision). The GT logo at the top right gets added when taking photos...
     
  19. Weaste

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    Isn't the problem that at lower frame rates it becomes visible/noticable - ie. the flicker problem? Maybe in that case it would make sense for a GPU driver to turn it off, but Polyphony state in the options menu in a round about way that it will/can cause flickering.
     
  20. 2real4tv

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