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

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

  1. fenomeno0chris

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    Ok thanks!
    Im still searching for Polygon count of Noctis (Final Fantasy XV) and Cloud (FF7) or Squall (FF8).

    Would be great if someone can help, because I want to publish my article as soon as possible.
     
  2. EsppiraK

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  3. London-boy

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    That's a lot of geometry!
     
  4. milk

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    Rasterization pixel quad be damned.
     
  5. Nesh

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    Is that the actual in game model? I mean....the one during gameplay?
     
  6. eloyc

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    ^Yeah, total garbage (not enough AO).
    EDIT: and don't forget the bevelz.
     
    #1746 eloyc, Aug 11, 2017
    Last edited: Aug 11, 2017
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  7. ultragpu

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    I actually had hoped Senua would sport a far greater poly count than 120 kish since it's 90% of time displaying only her model, it's the typical number for one character model in The Order while the latter manages to have at least 4-5 of model that quality at once at many instances. I guess if NT had more budget they could've done better.
     
  8. eloyc

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    It's just the numbers, you don't like, or that these numbers truly mean visible polygon edges while you play?
     
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  9. London-boy

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    But The Order models look like rubbish compared to her model.
     
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  10. eloyc

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    Gosh, how many times do I have to say this? "Total garbage" are the proper words.
     
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  11. ultragpu

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    Forum memes are killing me these days haha. They all high poly af tho.
     
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  12. eloyc

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    You may pay a visit to the GT Sport thread. Maybe you will understand some things better. ;-)
     
  13. ultragpu

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    Yeah I understood that "total Garbage" reference from where I think it is from :lol2:.
     
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  14. Sigfried1977

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    And what would have been the point of that? The model is pretty much perfectly smooth as it is.
     
  15. Laa-Yosh

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    This is pretty much the standard for AA game characters nowadays, in terms of polygon count and how it's distributed - just look at how the face is almost solid even in this wireframe render.

    Also note how in close up pictures, particularly at 4K, the face is almost completely smooth and all the skin and facepaint detail is just in the normals. As dense the mesh is, it's still not dense enough for the full geometry complexity.
     
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  16. Nesh

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    Out of curiosity, since I am part of developing a new game and I was wondering about the polygon counts we should be aiming.

    Do we have information about the polycounts of the ships in Wipeout HD or the Omega Collection or any other similar game?

    I ve been looking all over the internet and I couldnt find anything
     
  17. AlBran

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    Kinda depends on your platform & complexity of the renderer & target, environment budget etc.
     
  18. Nesh

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    Well we are aiming something along the lines of Wipeout, so we can achieve a constant smooth performance with similar fidelity, without the need of top of the line hardware. But I am looking for poly count references so I can get an idea of the headroom. It is still in the planning stage so indicators could be very helpful
     
  19. AlBran

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    hmm... I don't suppose there's data for Fast Racing Neo.

    Do wonder about lower precision verts too. Not sure if they did that for Wipeout on PS3.
     
    #1759 AlBran, Jan 16, 2018
    Last edited: Jan 16, 2018
  20. Nesh

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    I ll dig around a little bit more and hopefully I ll find something.

    But I have another question. Is there anywhere information about various hardware that devs use to roughly estimate how much room they have in terms of performance budget?
    At first I was thinking if 30K polygons per "ship" would be ok. But if you have 10-12 on screen at 60fps that's 18-22 million polygons per frame just for those, then you ve got the environments, maps, effects etc that would eat up resources. And I am not sure how well that would scale down to lower specced hardware and which should be the lowest targeted spec to aim that will not affect the quality of the project.
     
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