The Shenhua cinema and face demo use two different models. The proof is in the ears. In the cinema, the curves in the inner part of the ear is just a texture. In the face demo, the ear is fully polygonal. I just checked this a few minutes ago.
As for this Shenmue versus SH3 debate, all I'm going to say is SH3 is using stencil buffered volumetric shadows which require the scene to be rendered in two passes. So even if the Shenmue face demo has as many polygons as a character in SH3, SH3 is still doing more than double the polygons due to multi-pass rendering. In the SH3 trailer, there's even a section where the entire scene is multi-texture procedural textured. Shenmue is pretty much single-textured.
Here's some 1920x1080 and 1280x960 shots from Sega's PR department:
ftp://ftp.accesspr.com/PUBLIC/Sega/Sega_Games/Microsoft_Xbox/Panzer_Dragoon_Orta/
ftp://ftp.accesspr.com/PUBLIC/Sega/...Xbox/ToeJam_and_EarlIII/Screenshots_04_29_02/
As for this Shenmue versus SH3 debate, all I'm going to say is SH3 is using stencil buffered volumetric shadows which require the scene to be rendered in two passes. So even if the Shenmue face demo has as many polygons as a character in SH3, SH3 is still doing more than double the polygons due to multi-pass rendering. In the SH3 trailer, there's even a section where the entire scene is multi-texture procedural textured. Shenmue is pretty much single-textured.
SEGA's PR department has never used high res 1506x1147 devkit fb grabs running at 5 fps for any of their games and try to pass them off as something you see on your tv screen at home
Here's some 1920x1080 and 1280x960 shots from Sega's PR department:
ftp://ftp.accesspr.com/PUBLIC/Sega/Sega_Games/Microsoft_Xbox/Panzer_Dragoon_Orta/
ftp://ftp.accesspr.com/PUBLIC/Sega/...Xbox/ToeJam_and_EarlIII/Screenshots_04_29_02/