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Thread: Historical Poly Counts

  1. cookepuss is offline
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    Historical Poly Counts

    I stumbled over these numbers on a couple of different sites and just mashed up the lists. I figured that somebody here might find them interesting. This is not my list and I can't vouch for all of these numbers. However, they should make for good point of reference for some of you.

    Dead or Alive series, Xbox, 2001-2004
    Character – ~10,000-15,000
    Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002
    Characters - ~7,000-10,000
    Mortal Kombat 4, Zeus Arcade Board, 1997
    Peak number of polygons per second - 1.2 million quad patches
    Virtua Fighter 4, Naomi 2, 2001
    Jacky - 14,000 polygons
    Virtua Fighter 4, PS2, 2002
    Jacky - 7,000 polygons
    Virtua Fighter 5, Arcade/PS3/X360, 2006
    Character – ~40,000 with diffuse, specular and normal maps
    Background – 100,000 – 300,000 polygons
    Project Gotham Racing 2, Xbox, 2003
    Vehicles – 10,000 polygons
    Project Gotham Racing 3, X360, 2005
    Cars - 80,000-100,000 polygons (interior + exterior), damages add between 10,000 and 20,000 more polygons per car
    Brooklyn Bridge - 600,000 polygons (LOD might be included)
    Manhattan Bridge - 1 million polygons (LOD might be included)
    Midnight Club, Xbox360/PS3, 2007
    Cars - 100,000 polygons
    Gran Turismo 3, PS2, 2001
    Cars - ~2,000-4,000 polygons
    Gran Turismo 4, PS2, 2004
    Cars - ~2,000-5,000 polygons
    Gran Turismo 5: Prologue, PS3, 2007
    Cars - 200,000 polygons (probably interior + exterior)
    V-Rally 3, PS2, 2002
    Vehicles - 15,000-16,000 polygons (Might count multi-passes)
    Stages - 500,000 polygons
    Axel Impact/DTRacer, PS2, 2003/2005
    Cars - Base mesh ~12,000 polygons (max LOD)
    Volume Shadow mesh - 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count)
    Stages - ~200k polygons
    Canned Boss Game Studios game, Xbox, 2002
    Cars - 25000 polygons (highest LOD) - 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map)
    Backgrounds - 2 or in some cases 3 textures/poly
    Peak number of polygons per second - 30M polygons
    Half-Life, PC, 1998
    Zombie – 844 polygons
    High Definition pack Zombie- 1700 polygons
    Half-Life, Dreamcast, 2000-2001 (Canned)
    Zombie - 1649 polygons
    Half-Life, PS2, 2001
    Zombie - 2822 (Highest LOD)
    Halflife 2, PC, 2004
    Alyx Vance - 8323 polygons
    Barney - 5922 polygons
    Combine Soldier - 4682 polygons
    Classic Headcrab - 1690 polygons
    SMG - 2854 polygons (with arms)
    Pistol - 2268 polygons (with arms)
    Halo, Xbox, 2001
    Masterchief – 2,000 polygons
    Quake, PC, 1996
    200 polygons with 1 320200 8bit texture using predefined palette.
    Quake 4, PC, 2006
    Player model – 2,500 polygons with multiple diffuse, specular and normal maps
    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
    Medal of Honour: Allied Assault, PC, 2002
    Character - 4096 polygons
    Killzone 3, PS3, 2011
    Character - 10,000 polygons + 2,000 if they have large/complex accessories - SRC
    Human character heads (separate budget) - ~4,5000 polygonss - SRC
    Crysis, PC, 2007
    Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)
    Characters' heads - ~2500-3000 polygons
    Characters' bodies - ~5000 polygons
    Gears of War, Xbox 360, 2006
    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
    Lost planet, X360/PC, 2007
    Wayne - 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
    VS robot - 30-40,000 polygons
    Background - ~500,000 polygons
    Peak number of polygons per frame - ~ 3 million
    The Legend of Zelda: The Wind Waker, GC, 2002
    Link – 2800 polygons
    The Legend of Zelda: Twilight Princess, GC/Wii, 2006
    Link – 6900 polygons
    Super Mario Sunshine, GC, 2002
    Mario - 1500 polygons
    Levels - ~ 60,000 polygons
    Jak & Daxter, PS2, 2001
    Jak - 4000 polygons
    Jak II, PS2, 2003
    Jak - 10,000 polygons
    Metal Gear Solid 3: Snake Eater, PS2, 2005
    Snake – 4,000 polygons
    Dead Rising, X360, 2006
    Peak number of polygons per frame - ~ 4 million
    Resident Evil 4, Gamecube, 2005
    Leon - 10,000 polygons
    Uncharted: Drake’s Fortune, PS3, 2007
    Main characters – ~20,000-30,000 polygons
    Drake – 26,584 polygons (highest LOD) - SRC
    Pirates – ~12,000-15,000 polygons
    Uncharted 2, PS3, 2009
    Drake – ~37,000 polygons (No LODs, except for multiplayer) - SRC
    NOTE: Lead Character Artist Rich Diamant cites 37k while Lead Programmer Pal Engstad cites 80k. I'm only going with the lower number because what artist DOESN'T know his own poly counts?
    Chloe - 2,500 polygons (min LOD) - 45,000 polygons (max LOD)
    God of War III, PS3, 2010
    Kratos – ~20,000 polygons
    GTA San Andreas, PS2, 2004
    Characters – 2,000 polygons with 1 256256 8bit texture
    NPCs - 1,200 polygons with 1 256x128 8bit texture
    Gant bridge - 16,000 polygons, includes LOD
    GTA IV, Xbox 360/PS3, 2008
    Story Characters – 8-10,000 polygons with multiple 256256/512512 diffuse, specular and normal maps
    Deathrow, Xbox, 2002
    Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces
    Lair, PS3, 2007
    Main dragon plus its rider - 150,000 polygons
    16x16KM scene - 134M polygons (streamed into memory, not loaded at run time)
    Kingdom Under Fire : The Crusaders, Xbox, 2004
    Main characters - 10,000 polygons
    Characters - 3,000 - 4,000 polygons
    Final Fantasy X-2, PS3, 2003
    Main characters - ~7,000 -10,000 polygons
    Final Fantasy XIV Benchmark, PC, 2010
    haracters - ~6,000 -????? polygons - SRC
    Mass Effect, X360, 2007
    Sheppard + armor + weapons - ~20,000-25,000 polygons
    Might be a cut-scene model
    No precisions whether it's actual rendered polygons or just the number of polygons sent to transform, pre Z-pass and culling.
    Need more sources
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  2. Kot_Leopold is offline
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    Some great games here too. I would've never figured this out on my own so thank you for sharing! :thumb:
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  3. cookepuss is offline
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    Edited the list a little. Did a little rearranging to try and organize them according to genre.
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  4. ArminChaudhry is offline
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    nice thanks again
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  5. Elmo is online now
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    100000 poly car jesus i knew it was allot but not that much
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  6. Daelus is offline
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    Yah, racing games tend to be really high res because of the little to no deformation that has to go on and how limited the tracks can be.

    Anyway, thanks for this Cookepuss, this was really needed and should hopefully answer a lot of questions. I guess over time people can post new info and update it. :thumb:

    Edit: I believe the listed poly values for Uncharted are for the cut scene models. They have two model sets for in game and cut scenes, the in game ones were somewhere in the teens if I remember correctly.
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  7. cookepuss is offline
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    Quote Originally Posted by Elmo View Post
    100000 poly car jesus i knew it was allot but not that much
    Yeah, but it's rarely ever as bold a number as it appears. Racers always look like they're pushing the hardware limits when they're really just smoke & mirrors.

    Like fighting games, racers have a very fixed and finite definition of the universe. With a fighting game, your entire world is a ring that's maybe 30'x30'. That lets you blow your whole budget on this complex scene.

    With a racing game, even with detours, you're basically living a life on rails. You can dump a whole lot of detail into the cars because the track is neither open, nor does it stretch forward into infinity. The track twists and turns. Everything from mountains to buildings keep you from having too long of a draw distance, one that would either cripple the hardware or demand a reduction to scene details. And, since the track passes by and breakneck speeds, you can take clever shortcuts on the scenery and nobody notices. Even when you get post-race replays, those camera angles are very carefully chosen.

    Quote Originally Posted by Daelus
    believe the listed poly values for Uncharted are for the cut scene models
    I'll look into it and see what I can find. However, as a little food for thought, here's Nathan Drake's in-game model for Uncharted 2. That's some crazy detail.



    EDIT>>> Actually, it's totally possible that Drake may be 30k. [URL="http://www.ps3center.net/news/4195/uncharted-2-production-work-details/"]According to a few sources, Drake was actually upped to 37k for his in-game model. According Rich Diamant, the lead CA, Drake never gets a LOD except for multiplayer. WYSIWYG. The might well be the case for U1 too.
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  8. Daelus is offline
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    Quote Originally Posted by cookepuss View Post
    I'll look into it and see what I can find. However, as a little food for thought, here's Nathan Drake's in-game model for Uncharted 2. That's some crazy detail.

    I looked into it and I can't actually find where I saw it last, so I may be just making stuff up. Anyway, they certainly are among the highest.
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  9. cookepuss is offline
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    Found sources for this stuff.

    UNCHARTED 1: Lead CA Rich Diamant talks about the 22k-30k counts for the lead characters here on ZBC: http://www.zbrushcentral.com/showpos...5&postcount=10 Confirming this with some more exact numbers is this screen: http://i48.tinypic.com/2ziao2g.jpg Other posts by Rich suggest that Drake used multiple LODs, as you suggested.

    UNCHARTED 2: Although the lead programmer does his best to convince us that Drake had 80k polys, Lead CA Rich Diamant once again comes in with some more solid numbers in this ZBC post: http://www.zbrushcentral.com/showpos...4&postcount=20 That same source suggests that, unlike Chloe or the other Uncharted 2 characters, Drake does not use multiple lower count LODs this time around. The only exception is for multiplayer. That might be part of the dramatic performance boost that the programmer was referring to. Also, instead of using fixed LODs, I think that they're using automatic progressive mesh generation.
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  10. chaosblade is offline
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    interesting to see the numbers, thanks!
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  11. robinb is offline
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    A lot of these games will be using LODs. In fact I think Uncharted 2 is the only one that I've heard of where they publicly stated Drake didn't use LODs.

    When I worked on a driving game a few years ago, the highest level vehicle LOD was only used for the player car, or only in the vehicle selection screen where you were only drawing one at once. The non-player (or non-active I should say as you can switch for replays) cars only used the second level LOD at best. They never got close enough to the screen for it to show.

    This is the key trick. Many games will only use the highest LOD like this, or only in cutscenes. I think Gears does this according to the Character Modelling 2 book. That also reduces the number of textures used and complexity of shaders, number of bones and AI and all sorts. You only show what you need to.

    So really what we're looking at here are the highest possible version of the assets, that often won't actually be the ones used when playing.

    I know Cooke knows this, but thought it worth clarifying before everyone makes their cars 200,000 polys and wonders why everything runs too slowly.
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  12. cookepuss is offline
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    Yeah. That's why, in the mod community, the cars end up being on 20%-25% of that much large number.
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  13. paradise.engine is offline
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    Warcraft III 2002
    Heroes - 900-1600 triangles
    Units - 400-700 triangles
    Buildings - 600-800 triangles

    World of Warcraft 2004
    Characters - 4000-6000 polygons
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  14. RedFace is offline
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    Interesting, racing games seem to have 5 times as many polygons as non racing games.
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