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#1 (permalink) |
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New Member
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Polycount for Current Gen Games
I have some doubts about the amount of polygons supported by new video games (PS3, XBOX360etc ..)
HOW MANY Polygon are used, on average for: Main character =? Main weapon = Secondary Weapon = Secondary Characters = Enemies = Vehicles = Scenarios = land, houses and other objects from scene In the scene, how many lights can be used? properties that they have? obs. the scenarios are divided into parts? as is done this division) Maps that the engines behave = Diffuse, Specular, Self Illumination, opacity, bump, normal map, and? Thank you |
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#3 (permalink) |
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Senior Member
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The age old answer is 'it depends'.
Are there going to be hundreds of characters/objects on the screen at once such as with a RTS or MMO, or will there only be two characters one the screen at once such as a fighting game? Is the main weapon going to be seen from a distance, or held right up to the camera such as in a FPS? The list of considerations go on, so I'd stick with Pankake's advice. |
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#4 (permalink) |
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Industry Artist
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How many polygons in a piece of string? (thanks, Rick).
There is no real answer to this often asked question without you being incredibly specific and at that point you'll have answered the question yourself. (And, really, some quick searching/google would probably have pulled up the tons of threads asking the same question and told you exactly that, you might want to try looking for answers before asking questions in future). You could always just try simply looking at the models that come with games and the documentation that comes with their editors. Nearly all of the major titles come with editors and SDKs that allow you to open and view all of the existing game content. |
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#5 (permalink) |
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Freelancer
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42, The answer is always 42........
No seriously, everyone else answered your question so I won't repeat them ![]() Let me give you some guidelines with Gears Of War: From what I can remember, the main characters were around 12 to 15k Guns: 3 to 6k Buildings: Put together in sections, so really no way to tell. That probably doesn't help you at all, but it's the best I have ![]() |
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#6 (permalink) |
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Senior Member
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I'm not sure how accurate this list is, but I've had it sitting in my documents for a while:
Gears of War, Xbox 360, 2006 (according to D’Artiste book) Wretch - 10,000 polygons with diffuse, specular and normal maps Boomer - 11,000 polygons with diffuse, specular and normal maps Marcus - 15,000 polygons with diffuse, specular and normal maps GTA San Andreas, PS2, 2004 Characters - 2,000 polygons with 1 256×256 8bit texture NPCs - 1,200 polygons with 1 256×128 8bit texture Half-Life, PC, 1998 Zombie - 844 polygons High Definition pack Zombie- 1700 polygons Halflife 2, PC, 2004 Alyx Vance - 8323 polygons Barney - 5922 polygons Combine Soldier - 4682 polygons Buggy (without mounted gun) - 5824 polygons Classic Headcrab - 1690 polygons SMG - 2854 polygons (with arms) Pistol - 2268 polygons (with arms) Halo, Xbox, 2001 Masterchief - 2,000 polygons The Legend of Zelda: The Wind Waker, GC, 2002 Link - 2800 polygons The Legend of Zelda: Twilight Princess, GC/Wii, 2006 Link - 6900 polygons Metal Gear Solid 3: Snake Eater, PS2, 2005 Snake - 4,000 polygons Project Gotham Racing 2, Xbox, 2003 Vehicles - 10,000 polygons Project Gotham Racing 3, Xbox 360, 2006 Vehicles - 80,000-100,000 polygons Quake, PC, 1996 200 polygons with 1 320×200 8bit texture using predefined palette. Quake 4, PC, 2006 Player model - 2,500 polygons with multiple diffuse, specular and normal maps Resident Evil 4, Gamecube, 2005 Leon - 10,000 polygons Uncharted: Drake’s Fortune, PS3, 2007 Main characters - ~20,000-30,000 polygons Drake - ~30,000 polygons Pirates - ~12,000-15,000 polygons Unreal Tournament, PC, 1999 Player model - 800 polygons Unreal Tournament 2k3, PC, 2003 Player model - 3,000 polygons Unreal Tournament 3, PC, 2007 Weapon models - 4,500 to 12,000 triangles for the first person view
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#7 (permalink) |
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New Member
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Thanks for the help guys!
I know that this varies widely quantity of polygons, as the dynamics of each game, but what I wanted was to take a north (for the following query modeling, thinking of shooting even in games like "Call of Duty 4", "Gears of war ") Then think of a generic form and surface ... The main characters = 10,000 to 15,000 Tris Secondary characters = 8000 to 10,000 Tris Enemies = 10,000 tris or down Weapons = 2000 to 5000 Tris And buildings and structures, scenarios in general? (No idea! ... EHEH rs) I make models with averages of triangles similar to these, I think that being too out of the current scenario of games?! And Cryrid = Tanks for your Spent time ! Last edited by arthurduque; 02-11-2008 at 04:54 AM. |
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#8 (permalink) |
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Frequenter
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Hi, for our project its like this:
currently we are working on an open world 3rd person roleplaying game. nearly all chars have 6k-8k tris. The monster polycount differ from the monsters size. So the more polys are permanent to see and are in memory, the less, each entity can have or you reduce the number of entitys, and give them few ones a higher polycount. always have an eye on your memory consumption. in console buisness, memory is more crucial than rendered polycount. means, when you have very much textures in one scene, you should have a look on your vertexcount in order to not blast your memory limit. if you are coming over you memory limit, consoles are not that friendly as computers are. the good ol pc will then swap the memoryload..a console would certainly crash or do other things you do not want to happen. normal maps are not that compressed like diffuse maps. so i heard a 512*512 normalmap takes as much memory as ~2400polys (i didnt prove this information) so it could happen, that you sometimes want to model things more detailed, than using a normal map. |
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#9 (permalink) | |
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Senior Member
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Quote:
A lot of people still hold on to this notion that vert count is incredibly critical, and they'll wind up texturing a 1k triangle model with a 2kx2k mapset, which is totally wrong. |
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#10 (permalink) |
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Frequenter
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now that sounds well founded!
nevertheless the FPS is still also to be observed. but it is mostly not the mass of vertecies that causes fps to collaps, in fact it is a very small amount of performance this needs. it is the sum of all vertecies being rendered, all texture switches, every entity so everything that produces drawcalls. but also navigation, scripts, ai, shader instructions , animations and what not. if you want to see, what effect your character has in your engine, you can import him into some level only as a part of a levelmesh or something and see, what you fps is doing. when you do not see any difference, clone them that often, that your FPS is collapsing some frames. then you import him and link the properties to him, that make him a character. a full NPC with all systems running. also the same amount. i think you'll see great difference. |
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