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

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

  1. marc_the_3d_man

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    I'd personally love to see the character wireframe for Virtua Fighter 3 (or 3tb).
     
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  2. xaeroxcore

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    Pleaseeeee! More DC numbers (may be Headhunter, the Gundam games, Project Justice)! DonĀ“t know if you already know this thread https://forum.beyond3d.com/threads/could-dreamcast-et-al-handle-this-that-fighter-spawn.56017/page-3 very interesenting poly counts for DC!
     
  3. Cloofoofoo

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    Ok another round of dc games.

    Derby Tsuko 2- Smilebit - Dreamcast- 2001

    racing horse + jockey - 2,982 triangles
    derbytsuku2.png

    Magic the gathering - Alfa systems - Dreamcast - 2001

    Black civilization boss - 4,020 triangles
    magicblackleader.png

    Red civilization boss - 3,651
    magicredleader.png

    White civilization boss - 4,354 triangles
    magicwhiteleader.png

    Final boss?? - 4,235 triangles
    magicFinalboss.png
    player village/Magicheart - 6,114 triangles
    magicplayervillage.png
     
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  4. Cloofoofoo

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    Another round, this time dedicated to blue stinger. all the models I post in this topic (including past ones) are from game files and not emulators.

    Blue stinger - Dreamcast - 1999

    Elliot Ballade - 2,564 triangles
    [​IMG]

    Elliot swimsuit - 2,662 triangles
    [​IMG]

    Mutant Elliot - 3,048 triangles
    [​IMG]

    Dogs Bower - 2,538 triangles
    [​IMG]

    Santa Dogs - 2,936 triangles
    [​IMG]

    Janine King - 2,831 triangles
    [​IMG]

    Janine swimsuit - 2,905 triangles
    [​IMG]

    Nephilim - 2,886 triangles
    [​IMG]

    Final boss - 5,488 tris
    [​IMG]

    Crab Jeep boss - 4,121 tris
    [​IMG]

    1st cutscene enemy - 3,650 tris
    [​IMG]

    Regular enemy - 3,009 tris[​IMG]

    Final level - 5,947 tris
    [​IMG]

    room - 4,510 tris
    [​IMG]

    Hallway - 4,930 tris
    [​IMG]
     
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  5. EsppiraK

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    Those characters are so badly modeled that in game they look lower poly than they are
     
  6. Nesh

    Nesh Double Agent
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    In general everything was bad in the game. I think the developers were still used making games for the Saturn and had their old approach of modeling. This was a launch game if I recall. Very likely it was one of the very first Dreamcast projects and I wouldnt have been surprised if it started on the Saturn and the devs were hasty to translate them as fast as possible on the DC
     
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  7. Sigfried1977

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    Visually I thought it compared rather well to other DC game from that particular time frame. The crab creatures in particular looked pretty cool. I liked the game back then, but it has certainly aged horribly. What also didn't help was the fact that it came out a month ahead of the US version of Silent Hill, and once I got over the look-at-all-those-polygons-and-reasonably-high-res-textures phase, Silent Hill took Blue Stinger's launch money and never looked back.

    Remember this?

     
    #1787 Sigfried1977, Jul 15, 2019
    Last edited: Jul 15, 2019
  8. Cloofoofoo

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    Back again this time for everyones favorite games Death Crimson OX. The textures are messed up but the models are intact. The models are surprisingly high.Some stuff were still left on the disc like combat echizens model from Death Crimson 2.

    Death Crimson OX - Dreamcast - 2001

    Lily/Yuris mother - 2,859 tris
    [​IMG]

    Kou - 6,627 tris
    [​IMG]

    Yuri - 6,099 tris
    [​IMG]

    Dr.greg - 2,172 tris
    [​IMG]

    Admiral ZaZa - 2,959 tris
    [​IMG]

    Patrick- 5,403 tris
    [​IMG]

    Mad subliminer boss - 8,826 tris
    [​IMG]

    Final boss - 5,709 tris
    [​IMG]

    Combat Echizen - 7,485 tris
    [​IMG]

    Subliminer - 1042 tris
    [​IMG]

    Knife enemy - 1397 tris
    [​IMG]

    civilian - 1,450 tris
    [​IMG]


    Cavesection - 5,758 tris
    [​IMG]

    factory section - 7,258 tris
    [​IMG]

    Townsquare - 6,001 tris
    [​IMG]
     
  9. milk

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    wow, those early dreamcast games really knew how to put large poly quantities to waste on bland models huh.
     
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  10. Sigfried1977

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    Not a launch game. At least not in Japan.
    DC launch was Virtua Fighter 3TB, Godzilla and some fun racer (Whacky Racers?).
    Blue Stinger came 4 months later. Around the same time as House of the Dead 2.
     
  11. Nesh

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    textures are misplaced so it makes them look far worse than they really are :p
     
  12. EsppiraK

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    I can't believe those models are 7k on average, what a waste.
     
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  13. Cloofoofoo

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    Now an easy one. Card Captor Sakura for the dreamcast. Nice high poly models with very well texture but low poly backgrounds. Should have made a fighting game or maybe even a rock, paper , scissors rpg imo.

    Cardcaptor Sakura: Tomoyo no Video Daisakusen - Sega Rosso - Dreamcast - 2000

    Sakura costume 1 - 6,591 tris
    [​IMG]

    Sakura costume 2 - 5,369 tris
    [​IMG]

    Sakura costume 3 - 5,996 tris
    [​IMG]

    Sakura costume Special Stage - 5,058 tris
    [​IMG]

    Sakura bio entry costume(buggy) - 5,402 TRIS
    [​IMG]

    Li- 6,556 tris
    [​IMG]

    Tomoyo costume 1 - 4,151 tris
    [​IMG]

    Tomoyo costume 2 - 3.448 tris
    [​IMG]

    Yukito - 3,403 tris
    [​IMG]

    Cerberus - 1,162 tris
    [​IMG]

    Fly card - 1,926 tris
    [​IMG]

    Waterycard - 2,836 tris
    [​IMG]

    Thunder - 2,966 tris
    [​IMG]

    windy - 4,826 tris
    [​IMG]

    Small chunk of stage 1 - 4,074 tris
    [​IMG]

    Medium room in Stage 2 - 2,942 tris
    [​IMG]

    Half of stage 3 - 8,078 tris
    [​IMG]

    Special stage inside - 5,751 tris
    [​IMG]

    Special Stage outside - 9,188 tris
    [​IMG]
     
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  14. Nesh

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    Images arent visible to me
     
  15. Panino Manino

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    So many polygons for that?
    Those CCS models are ugly.
     
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  16. Cloofoofoo

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    Tried on 3 different devices , its all working ok. And it seems others can see it. Must be on your end.
     
  17. Shifty Geezer

    Shifty Geezer uber-Troll!
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    Images weren't visible for me when Nesh posted, but now they are.
     
  18. Nesh

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    yep now they work
     
  19. inlimbo

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    Does anyone have a count on MGS3's Naked Snake cutscene model? I'm thinking it's somewhere between 6k - 8k versus the 4k of the in-game model.
     
  20. Cloofoofoo

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    Next in the robotic animal pulling sleds racing game on the dreamcast , zusar vasar. This one is interesting, it uses hi,mid,low lod models. The high models are only used on two occasions, when the player is on the selection menu and when the player is watching their replays. During the replays the players animals and sled are at the highest lod no matter the distance. During gameplay the players mechs are always on medium while the cpu racers switch to medium when close the player are otherwise on low. Didnt bother posting pics of the tracks because they comeout jumbled, they seem to range from 10,000 to 20,000 triangles.

    Zusar Vasar - Dreamcast - 2000 - Real Vision

    Elephant Robot high - 7,536 triangles

    Zusar_ele1.jpg

    Elephant robot Medium - 2,930 triangles
    zusar_ele2.jpg

    Elephant low - 1,254 triangles
    zusar_ele3.jpg

    Deers high - 6,716 triangles
    Zusar_deer1.jpg

    Deers mid - 1,774 triangles
    zusar_deer2.jpg

    Deer low - 1,042 triangles
    zusar_deer3.jpg

    Air sled - 2,013 triangles
    zusar_airsled1.jpg

    Air sled mid - 936 triangles
    zusar_airsled2.jpg

    air sled low - 607 triangles
    zusar_airsled3.jpg
     
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