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

Seven mansions - Koei - dreamcast - 2000
The characters and enemies are rather high poly for the time.The stages are very low poly though.

Kei unarmed - 3,039 triangles
View attachment 2788

Reina unarmed - 3085 triangles
View attachment 2789

Pleaseeeee! More DC numbers (may be Headhunter, the Gundam games, Project Justice)! Don´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!
 
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
 
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
bluesting-elliot.png


Elliot swimsuit - 2,662 triangles
bluesting-nakedelliot.png


Mutant Elliot - 3,048 triangles
bluesting-mutantelliot.png


Dogs Bower - 2,538 triangles
bluesting-dogs.png


Santa Dogs - 2,936 triangles
bluesting-santadogs.png


Janine King - 2,831 triangles
bluesting-janine.png


Janine swimsuit - 2,905 triangles
bluesting-janieswimsuit.png


Nephilim - 2,886 triangles
bluesting-nephallem.png


Final boss - 5,488 tris
bluesting-finalboss.png


Crab Jeep boss - 4,121 tris
bluesting-crabjeep.png


1st cutscene enemy - 3,650 tris
bluestinger-cutsceneenemy.png


Regular enemy - 3,009 tris
bluesting-lxregenemy.png


Final level - 5,947 tris
bluesting-finallevel.png


room - 4,510 tris
bluesting-room1.png


Hallway - 4,930 tris
bluesting-hallway.png
 
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
 
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?

 
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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
deathcrimsonox-lily.png


Kou - 6,627 tris
deathcrimsonox-kou.png


Yuri - 6,099 tris
deathcrimsonox-yuri.png


Dr.greg - 2,172 tris
deathcrimsonox-drgreg.png


Admiral ZaZa - 2,959 tris
deathcrimsonox-zaza.png


Patrick- 5,403 tris
deathcrimsonox-patrick.png


Mad subliminer boss - 8,826 tris
deathcrimsonox-femaleboss.png


Final boss - 5,709 tris
deathcrimsonox-finalboss.png


Combat Echizen - 7,485 tris
deathcrimsonox-combat-Echizen.png


Subliminer - 1042 tris
deathcrimsonox-subliminer.png


Knife enemy - 1397 tris
deathcrimsonox-knifeenemy.png


civilian - 1,450 tris
deathcrimsonox-civilianf.png



Cavesection - 5,758 tris
deathcrimsonox-cave.png


factory section - 7,258 tris
deathcrimsonox-factoryroom.png


Townsquare - 6,001 tris
deathcrimsonox-townsquare.png
 
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

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.
 
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
sakura-sakura1.png


Sakura costume 2 - 5,369 tris
sakura-sakura2.png


Sakura costume 3 - 5,996 tris
sakura-sakura3.png


Sakura costume Special Stage - 5,058 tris
sakura-sakura4.png


Sakura bio entry costume(buggy) - 5,402 TRIS
sakura-sakura5.png


Li- 6,556 tris
sakura-li.png


Tomoyo costume 1 - 4,151 tris
sakura-tomoyo.png


Tomoyo costume 2 - 3.448 tris
sakura-tomoyo2.png


Yukito - 3,403 tris
sakura-yukito.png


Cerberus - 1,162 tris
sakura-cerberus.png


Fly card - 1,926 tris
sakura-fly.png


Waterycard - 2,836 tris
sakura-watery.png


Thunder - 2,966 tris
sakura-thunder.png


windy - 4,826 tris
sakura-windy.png


Small chunk of stage 1 - 4,074 tris
sakura-stg1.png


Medium room in Stage 2 - 2,942 tris
sakura-stg2.png


Half of stage 3 - 8,078 tris
sakura-stg3.png


Special stage inside - 5,751 tris
sakura-ssaquariuminside.png


Special Stage outside - 9,188 tris
sakura-ssaquarium.png
 
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.
 
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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