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

More wouldn't make much sense though, at least for most characters, if no micropoly displacement is used. It'll look good enough even in close up shots, and upping it even more could slow down vertex processing.

Because that's what needs to be improved now, we need the better "temporal" quality a lot more - improved skinning with more realistic deformations, more complex facial animations (blendshapes?) dynamically animated clothing and accessories, better hair.
The new GPUs' power will be much better spent on this kind of stuff, instead of even more and even smaller triangles that'd ruin the efficiency of the fragment shaders.

Then for the PS5 we can ask for Pixar Renderman quality micropolygon displacements :)
 
Lots of "normal map only" detail and visible poly edges. Might not even be 50K at a first glance.

I have a FB friend working on this project but I doubt he could release numbers... so I won't even try ;)
 
Lots of "normal map only" detail and visible poly edges. Might not even be 50K at a first glance.

I have a FB friend working on this project but I doubt he could release numbers... so I won't even try ;)

hmmm, now that it's mentioned, the environments are vast on all three PS4 projects no doubt about that, but the textures on the killzone models look pretty standard to this gen. maybe it's because it's 1080p 60 fps? http://gamersyde.com/pop_images_killzone_shadow_fall-21469-8.html
 
I doubt it's 60fps, 1080p it looks to be though. Textures at this point are nothing close to final though, no point in drawing conclusions. The amount of content in this single demo was staggering from a production standpoint.
 
Lots of "normal map only" detail and visible poly edges. Might not even be 50K at a first glance.

I have a FB friend working on this project but I doubt he could release numbers... so I won't even try ;)

Would he be able to confirm that its currently running at 1080P for the stage demo?.
 
I doubt it's 60fps, 1080p it looks to be though. Textures at this point are nothing close to final though, no point in drawing conclusions. The amount of content in this single demo was staggering from a production standpoint.

agreed, there is said to be more game play of the title in the coming months. the vastness of the game and the animations needs no explanation.

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Polygon numbers for two titles.

Final Fantasy XIII - Behemoth (king) 9,456 polygons
Blades of Time - Ayumi 18,521 polygons
 
I'm wondering at what point do we start crossing into "this in-game model doesn't look realistic not because we don't have the polygon/shader power to do it, but we don't have the budget to hire that many artists/modelers".
 
I'm wondering at what point do we start crossing into "this in-game model doesn't look realistic not because we don't have the polygon/shader power to do it, but we don't have the budget to hire that many artists/modelers".

An Indie dev would say something like that actually. and there are lots of them that barely scratched consoles of last Gen.


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Don't know where to put this new info about the cost concerns of PS4. Sony says it's not going to be as expensive as many are speculating on.

IGN- When asked if the company was prepared to compete with other consoles and hit a more favorable price, Yoshida said that Sony's decisions to use custom AMD hardware instead of its own proprietary Cell architecture has allowed it to save on R&D and production costs.

SONY - The architecture choice we have made this time around has allowed us not to invest to create dedicated factories and conducting factories and things like that — so that helps in order for us to provide an affordable price to consumers.
http://www.ign.com/articles/2013/02/21/sony-flexible-on-playstation-4-cost

so because there is no absorbent prices of CELL's R&D costs, backwards compatibly, or new disc format they can still sell it at an affordable cost.
kinda reminds me of the xbox 360 with the unified memory, ATI hardware, no new disc format, easy to develop for, and out this holiday. Sony pulled an MS on MS. :smile2:
 
An Indie dev would say something like that actually. and there are lots of them that barely scratched consoles of last Gen.


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Don't know where to put this new info about the cost concerns of PS4. Sony says it's not going to be as expensive as many are speculating on.




http://www.ign.com/articles/2013/02/21/sony-flexible-on-playstation-4-cost

so because there is no absorbent prices of CELL's R&D costs, backwards compatibly, or new disc format they can still sell it at an affordable cost.
kinda reminds me of the xbox 360 with the unified memory, ATI hardware, no new disc format, easy to develop for, and out this holiday. Sony pulled an MS on MS. :smile2:

Sony did the same thing with the PSVita in terms of keeping the cost low and familar hardware, so that is not too surprising. The price for the additional 4GB of GDDR5 RAM is not something to take lightly, though.
50 to 100k can be expected for main characters.
Perhaps that is the range of the human character models in Capcom's Deep Down trailer?
 
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To be honest I'm not entirely convinced that the Deep Down trailer is a realtime render and not CG. The fire looks just too damn good for that. I'll try to check out a direct feed HD video as soon as I can...

But the assets seem to be ingame ones, and it did look like the faces are tessellated - but using some very low res base meshes, so the animation was rough and unconvincing. Nevertheless, this could push their poly count above 100K easily.

I think Capcom did release tech details about some of their games in this gen, so there's a chance we'll get some exact information within a year or two.
 
Killzone is 1080p at 30 fps. But the game is near finished asset wise, started 2,5 years ago. They will have had to be slightly conservative perhaps, but also assume the characters you've seen so far are not heroes, but types of which many can be on screen at once, also in multiplayer.

Deep Down didn't show anything impossible or improbable. This is Capcom, they did Resident Evil, etc.
 
Sony did the same thing with the PSVita in terms of keeping the cost low and familar hardware, so that is not too surprising. The price for the additional 4GB of GDDR5 RAM is not something to take lightly, though.

True, the introduction of GDDR 5 memory for a console in my opinion is not too far costly of the introduction of GDDR3, ED, and XDR memory to the ps3 and 360. i have a sneaky hunch Microsoft is going to be using it too. In any case in regards to Capcom and SquareEnix's engines, they're said to be the engines of choice to start the next gen so i wouldn't be surprised if these two vids show up at microsoft's event too. (boasting in engine graphics.)

the only thing i got to say about the next xbox is to space the timing of their console's release date. putting it too close to the ps4's holiday time would really cripple each other's sales and hype.
 
i have a sneaky hunch Microsoft is going to be using it too.
At 68 GB/s? Or now MS are going to ignore their design decision of eSRAM + DDR3 for cost and go with 178 GB/s GDDR5 and 32 eSRAM? Or are they going to simplify everything and lose the eSRAM and go with just GDDR5?
 
To be honest I'm not entirely convinced that the Deep Down trailer is a realtime render and not CG. The fire looks just too damn good for that. I'll try to check out a direct feed HD video as soon as I can...

But the assets seem to be ingame ones, and it did look like the faces are tessellated - but using some very low res base meshes, so the animation was rough and unconvincing. Nevertheless, this could push their poly count above 100K easily.

I think Capcom did release tech details about some of their games in this gen, so there's a chance we'll get some exact information within a year or two.
As I watched it I thought parts looked to be realtime and parts CG. I don't have your professional eye, but the fire also caught my attention.
 
Yeah it is quite a mix, lots of scenes have aliasing and other image quality issues; but many others are of very high quality, seemingly free of common realtime problems with lighting, shadows and such, and of course there's the fire... But we'll know eventually, when the final game's released, if it was the real thing or not.
 
At 68 GB/s? Or now MS are going to ignore their design decision of eSRAM + DDR3 for cost and go with 178 GB/s GDDR5 and 32 eSRAM? Or are they going to simplify everything and lose the eSRAM and go with just GDDR5?

well the official console has yet to make it's debut, the supposedly leaked dev kits are the only thing to go by. the leaks on the PS4 dev kit did not have 8 gbs of memory because that was a last minute call on stage; since the ps4 wasn't shown on stage the boasting of 8 gbs GDDR5 memory was possible. it was doubled from 4 gbs.

for the next xbox the choice of memory was 8 gbs from the recent kits, but the speed of the memory can very well change just as much as the cpu and gpu clock speeds. this is very much the same as when the xbox 360 increased memory the last time to 512 mbs. originally the ps3 was to have dual HDMIs with a boomerang controller; which changed by the time it became in the consumer's hands.

IMO, i'm expecting a few changes from both companies since neither console has been mass produced yet. Microsoft is going to change from the leaks so as not be in relation just as much as sony did. and then even when they show the new xbox they can still adjust the speeds of internal parts. (if they don't boast too much about the specs.)

from a tactical view, i'm sure we'll see microsoft countering with the same nex gen engine vids we've been seeing as well as few others. what microsoft lacked was placement on how to start the next gen just like sony did with the ps3. whoever starts the gen sets the target, same as usual.
 
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well the official console has yet to make it's debut, the supposedly leaked dev kits are the only thing to go by. the leaks on the PS4 dev kit did not have 8 gbs of memory because that was a last minute call on stage; since the ps4 wasn't shown on stage the boasting of 8 gbs GDDR5 memory was possible. it was doubled from 4 gbs.

for the next xbox the choice of memory was 8 gbs from the resent kits, but the speed of the memory can very well change just as much as the cpu and gpu clock speeds. this is very much the same as when the xbox 360 increased memory the last time to 512 mbs. originally the ps3 was to have dual HDMIs with a boomerang controller; which changed by the time it became in the consumer's hands.

IMO, i'm expecting a few changes from both companies since neither console has been mass produced yet. Microsoft is going to change from the leaks so as not be in relation just as much as sony did. and then even when they show the new xbox they can still adjust the speeds of internal parts. (if they don't boast too much about the specs.)

from a tactical view, i'm sure we'll see microsoft countering with the same nex gen engine vids we've been seeing as well as few others.

Personally, I do not see Durango's memory system changing too much. Microsoft obviously spent some time on getting good performance with DDR3 RAM by setting up the ESRAM and Data Movers. Microsoft seems to be doing its best to get great performance without using premium material. Thanks to that, Microsoft may be able to market the system at a more attractive price than what Sony may be able to do, and that may be more important than being the most powerful system.

Back on topic, I suppose we should expect most next-gen character models to start off close to the high-end current-gen games (30-50k), and that number should increase a bit once developers get more experience with using tessellation. Laa-Yosh already gave out good reasons why shouldn't expect character models to be well beyond what we have now. The key difference with be the more advance shading and lighting.
 
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