View Full Version : poly count and texrured used
rinald
12-04-2009, 12:55 AM
Can anyone tell me, in the game "God of War," Kratos , the main character, how much polys was used for modelling him and what was the texture size used . also differences from the first God of War till the recent release.
Mrpearlzildjian
12-04-2009, 05:25 AM
Maybe someone with access to the specs can help this one out?
I really couldn't pin-point it, but from what I know, they jumped ahead significantly in graphics from 1 to 2, so I'm sure the poly counts and map sizes were quite different. As well goes for the 3rd one. I'm sure it was a significant jump...
If I had to take a shot in the dark, I would say...
512 or 1024 for the map size(most likely 1024 since he was the main character) .... and anywhere between 1000-2000 polys?
Seems pretty standard for a PS2 game imho.
cookepuss
12-04-2009, 08:27 AM
This should give you a basic idea on poly counts.
You must have already seen the real-time teaser trailer for God of War III. The game is supposedly the last in the God of War series, and as commented by the game's director (Stig Asmussen) in GameInformer Magazine, they "want this to be the game that shows people what the PS3 can do."
Firstly, the original PlayStation 2 Kratos, which was technically impressive in its own right, was made up of 5,000 polygons. His PlayStation 3 model will comprise four times as many, at 20,000 polygons. This is slightly less than Uncharted's Nathan Drake, but it still trumps one of this generation's most impressive character models - Old Snake in Metal Gear Solid 4.
The team has refined their PS3 engine to allow over 50 enemies on screen, in comparison to the original PS2's 10-15. They've also been able to extensively develop both enemy AI and the way each enemy looks; every character is distinct, even if they are of the same type (eg. skeletons.)[
Mrpearlzildjian
12-04-2009, 01:59 PM
Ok, so I was off by about 3000, lol. I always figured NPC's were around 500-1000 Tris. Maybe I'm thinking of PS1 poly budgets. Sowwy.
rinald
12-05-2009, 02:15 AM
Thank you for reply Mrpearlzildjian. looking at some of the screen shot of the game, even my assumption for the texture size was around 512X512, for Kratos. You might be right about the poly-count too. not much detail in the mesh was given for the in-game model. But I heard for the GOW3, SCEA announced that GOD3 has 4 times the texture resolution of GOW2.
rinald
12-05-2009, 02:21 AM
Thank you for reply Mrpearlzildjian. looking at some of the screen shot of the game, even my assumption for the texture size was around 512X512, for Kratos. You might be right about the poly-count too. not much detail in the mesh was given for the in-game model. But I heard for the GOW3, SCEA announced that GOD3 has 4 times the texture resolution of GOW2. If it's not too much trouble, can you also speak about the level of details. how many are there and at what distance do they switch? I'll appreciate this if you could help me with this. Thank you
Mrpearlzildjian
12-05-2009, 03:12 AM
I'm not 100% what you mean about "level of details", but obviously you would want things to stay optimal, so the further away an object is, it can still appear to have a good level of detail even if the map for that distance was say a 128x128... it's just playing a trick on the human eye, although it's obvious to say they still have a ways to go with perfecting the illusion. I'd say the best smooth transitions I've seen for distant objects that will eventually come into the foreground are from games like Gears of War 2, wherein the objects "fade" into a higher resolution. It's tough to pull this off while keeping things optimal but still interesting.
Typically the lower resolutions of things that are further away just depend on reducing the map size significantly, as well as the polys... kinda self explanatory. The question at hand really should be "how many levels of detail are typically in a game?"... well, similar to your original question on poly budgets and map sizes, it depends on a number of factors including memory available and the engine being used, as well as external factors beyond a developers control, such as hardware configurations(GPU's, RAM, etc).
I've been asked to create 3 levels of detail for a game before, and it was fairly straight forward... I believe it was 1200 Tris for the up close object, then 600(Mid), then 300(Far). Map sizes will most likely exponentially decrease the same. Ex: 1024k, 512k, 256k.
Again, it depends on the engine. The main reason they do this for PC games in particular is because of the different hardware configurations people have. Not everyone will have the latest GPU, so they have to make it to where it can run at a decent frame rate for everyone.
Frame rates are more important to developers than good graphics. Can't enjoy something pretty if it animates like a terribly dubbed anime(sorry to the anime fans out there, lol).
I hope that covers a good deal of it for you, if you have any other q's, please be specific so I can answer them better for ya. Cheers.
urgaffel
12-05-2009, 06:02 AM
Usually you use lods (level of detail models) to save on the polycount as well, no matter what the hardware. Imagine if everything you see on screen is always drawn at full resolution, it would be millions and millions of polygons. More efficient to have a low detail version that you use for things that are further away since you (hopefully) won't see the difference.
As for the PS2, the texture sizes are usually quite small. On one game I worked on the largest texture was a 512 and that was a one off. Usually they are 256 or 128 at most for the main focus points, and lots of smaller ones for the rest.
rinald
12-05-2009, 07:14 AM
thank you Mrpearlzildjian, again. That really help me. Also thank you urgaffel.
Mrpearlzildjian
12-05-2009, 05:09 PM
@urgaffel
That's the point I was gettin' it. Thanks for clarifying.
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