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

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

  1. MJP

    MJP
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    The DLC version has that extra bit of fur on her arms, it also looks like she has some extra shells in her hair.
     
  2. COPS N RAPPERS

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    you know, I actually thought people were going to ask similar about Adam jensen and Rodin from bayonetta. for bayonetta i covered pretty much it. for adam i never would have suspected it because of his stiff posture he's got throughout the game....and facial animations. if any wanted to know on that it was his arms, they'er about 12k. (here) (when in that particular suit)

    for violet her body is 9865 polys, and her head is 4,354 polygons...together it's 14,219 polys.

    No prob, yeah, I had to make a comparison my self many times to see if it's correct, these particular models were dumps from the Dolphin Emulator i believe. for samus metroid prime series i'll cover it in my next wave if i can find the models.

    yes, and i covered it (here), she has a couple things that boost the total...some hair decoration behind her head, a key chain around her neck, extra strands of hair directly on top of her head, and some fur decorations on her arms. also her pony tales are a bit thicker.

    the dissection made me a bit dizzy because Al is right, they're just about the same.

    Polygon numbers for assorted games.


    Devil may cry - Flying demon 10,802 polygons
    Alice Madness Returns - Alice 11,748 polygons
    Resident evil 6 - Helena 19,821 polygons
    Resident evil 6 - Ada wong - 20,368 polygons.
    Mortal Kombat (2011) Raiden 20,003 polygons

    that's it for now, till next time. :smile2:
     
    #1102 COPS N RAPPERS, Dec 23, 2012
    Last edited by a moderator: Dec 23, 2012
  3. Viperzerofsx

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    that you so much for your help!

    also some more peace walker numbers

    http://andriasang.com/comklr/peace_walker_polygon_counts/
     
  4. lwill

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    Wow, what a difference hair would make. Then again, the character models for PSP games probably ranged ~3-5k, so complex things such as fancy hair could easily multiply that number.
     
  5. COPS N RAPPERS

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    no prob, happy to help.

    very interesting numbers for psp peace walker, thanks for the info.:smile2:

    ----------------------

    polygon numbers for Metroid prime

    Metroid prime 1 or 2 - Samus 7,622 polygons without canon (9,800 polygons with)
    Metroid prime 2 - light suite - 9,774 polygons (up to 10,000 with lightbeam canon)
    Metroid prime 2 - powerbeam 2,315, light 2,549, dark 2,315, annihilator 2,367 polygons.
    Metroid prime 3 coruption - Samus 18,962 polygons

    ..............:shock:



    answered here.

    Dissection of metroid prime 3

    In game shots of Metroid prime 3 corruption
    picture 1
    picture 2
    picture 3

    Samus seems to have a lot of extrusions and insets, which tally up and are accounted for in the initial counting, she also has a face inside of her helmet too.

    that's it for now, till next time.:smile2:
     
    #1105 COPS N RAPPERS, Dec 25, 2012
    Last edited by a moderator: Dec 25, 2012
  6. TheAlSpark

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    That suit could really use some normal mapping. :p
     
  7. COPS N RAPPERS

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  8. lwill

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    Thanks for accepting my request to check out the Prime series. Had to do a double-take at the numbers for Samus' MP3 model. :shock: Samus seems to be one of the most demanding Nintendo character in terms of complexity and geometry. As for AlStrong's observation, it will be interesting to see what Nintendo's teams can do once they get more experience with working on hardware with advanced shaders and normal mapping.
     
  9. N_B

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    Are those only used in cutscenes or in game?
     
  10. datadigi

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    Some interesting polygon counts of Killzone Liberation on PSP. First shot is 19862 polygons, second is 69811.



    [​IMG][​IMG]
     
  11. COPS N RAPPERS

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    It's in game, you see the same model for when you curl into a ball. the game however uses culling when necessary. meaning it's not going to render more than necessary, it's a fps you know.

    very interesting indeed, good post.

    -----------------

    so sorry i haven't posted anything yet. still looking out for some rare gems to get my hands on. will post some when i get my hands on real good stuff!
     
  12. COPS N RAPPERS

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    Forza horizon Polygon numbers

    Forza Horizon - Horizon world - 14,123,106 polygons
    Forza Horizon - ferrari 485 spider convertible LOD-0 217,805 polygons (without wheels)
    Forza Horizon -lexus lfa Rim LOD-0 30,047 polygons
    Forza Horizon - Disc brake 3,674 polygons

    Forza's cars are some of the hardest to assemble, will look out on one already put together nicely. BTW, horizon's world is way to vast to fit into one screen so.....but at least it shows the numbers to compensate.

    that's it for now, will check back if i find one.:smile2:
     
    #1112 COPS N RAPPERS, Dec 29, 2012
    Last edited by a moderator: Dec 29, 2012
  13. Laa-Yosh

    Laa-Yosh I can has custom title?
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    I seriously doubt that Forza renders all those polygons every time. Millions of triangles are culled before anything's drawn... it'd be a pretty bad engine if it wouldn't do that :)
     
  14. COPS N RAPPERS

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    Naturally.
     
  15. proffesso

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    it wouldnt anyway. LOD0 - car selection / photo mode only. LOD1+ in-game. opponent cars likely have a very low lod for interiors. all up your not drawing much, without any visible loss of detail.

    I just hate it when games (driving especially) say "we have cars that are 500k polys!" yeah...whats the in-game model res huh?
     
  16. proffesso

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    Maya shows the polycount of whats on-screen. not total (unless specified), this is normal (I assume Max is the same)
     
  17. datadigi

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    I don't think that's right. There are 3 separate views of that level posted here:http://www.neogaf.com/forum/showpost.php?p=45784346&postcount=15185 and all of them show the same ply count 69811 even though they have very different views.
     
  18. proffesso

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    ah well total scene count then. he has geometry hidden then. and deleted it when he did the textured version (probably the only other explanation I can come up with)

    Edit- and your right, Max just displays total scene count + selected on the right. I use max maybe once a month for setup/export...I try to steer clear usually :)
     
  19. stranno

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    Any idea about the polycount of the LOD models in F-Zero X? It must be like 20 or 30 polygons coz its the most agresive lod models i've ever seen, random boxes running around xD
     
  20. COPS N RAPPERS

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    They look sufficient for now, but I guess that just leaves plenty of room for when the next generation of consoles are released.

    can't wait to see these high LODs being put to real use, on top of full DX11 tessellation usage.

    ----------------------------------

    Polygon Numbers For Assorted Games.

    Batman Arkham Asylum - Batman (armored knight) 21,304 polygons
    Devil May Cry 4 - Nero (cutscene) 26,662 polygons
    Devil May Cry 4 - Dante (devil) (Game play) 13,094 polygons
    Devil May Cry 4 - Dagon (Game play/cutscene ) 40,893 polygons
    Devil May Cry 4, Averaged gameplay character is about 15,000 polygons. (original source)

    To be continued, till next time. :)
     
    #1120 COPS N RAPPERS, Dec 30, 2012
    Last edited by a moderator: Dec 30, 2012
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