Dead or Alive series, Xbox, 2001-2004Character – ~10,000-15,000
Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002Characters - ~7,000-10,000
Mortal Kombat 4, Zeus Arcade Board, 1997Peak number of polygons per second - 1.2 million quad patches ²
Virtua Fighter 4, Naomi 2, 2001Jacky - 14,000 polygons
Virtua Fighter 4, PS2, 2002Jacky - 7,000 polygons
Virtua Fighter 5, Arcade/PS3/X360, 2006Character – ~40,000 with diffuse, specular and normal maps
Background – 100,000 – 300,000 polygons
Project Gotham Racing 2, Xbox, 2003Vehicles – 10,000 polygons
Project Gotham Racing 3, X360, 2005Cars - 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, 2007Cars - 100,000 polygons
Gran Turismo 3, PS2, 2001Cars - ~2,000-4,000 polygons
Gran Turismo 4, PS2, 2004Cars - ~2,000-5,000 polygons
Gran Turismo 5: Prologue, PS3, 2007Cars - 200,000 polygons (probably interior + exterior)
V-Rally 3, PS2, 2002Vehicles - 15,000-16,000 polygons (Might count multi-passes)
Stages - 500,000 polygons
Axel Impact/DTRacer, PS2, 2003/2005Cars - 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, 2002Cars - 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 ²
Half-Life, PC, 1998Zombie – 844 polygons
High Definition pack Zombie- 1700 polygons
Half-Life, Dreamcast, 2000-2001 (Canned)Zombie - 1649 polygons
Half-Life, PS2, 2001Zombie - 2822 (Highest LOD)
Halflife 2, PC, 2004Alyx 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, 2001Masterchief – 2,000 polygons
Quake, PC, 1996200 polygons with 1 320×200 8bit texture using predefined palette.
Quake 4, PC, 2006Player model – 2,500 polygons with multiple diffuse, specular and normal maps
Unreal Tournament, PC, 1999Player model – 800 polygons
Unreal Tournament 2k3, PC, 2003Player model – 3,000 polygons
Unreal Tournament 3, PC, 2007Weapon models – 4,500 to 12,000 triangles for the first person view
Medal of Honour: Allied Assault, PC, 2002Character - 4096 polygons
☼Killzone 3, PS3, 2011Character - 10,000 polygons + 2,000 if they have large/complex accessories -
SRC
Human character heads (separate budget) - ~4,5000 polygonss -
SRC Crysis, PC, 2007Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not) ¹
Characters' heads - ~2500-3000 polygons
Characters' bodies - ~5000 polygons
Gears of War, Xbox 360, 2006Wretch – 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, 2007Wayne - 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 ²
The Legend of Zelda: The Wind Waker, GC, 2002Link – 2800 polygons
The Legend of Zelda: Twilight Princess, GC/Wii, 2006Link – 6900 polygons
Super Mario Sunshine, GC, 2002Mario - 1500 polygons
Levels - ~ 60,000 polygons
Jak & Daxter, PS2, 2001Jak - 4000 polygons
Jak II, PS2, 2003Jak - 10,000 polygons ¹
Metal Gear Solid 3: Snake Eater, PS2, 2005Snake – 4,000 polygons
Dead Rising, X360, 2006Peak number of polygons per frame - ~ 4 million ²
Resident Evil 4, Gamecube, 2005 Leon - 10,000 polygons
☼Uncharted: Drake’s Fortune, PS3, 2007Main characters – ~20,000-30,000 polygons
Drake – 26,584 polygons (highest LOD) -
SRC
Pirates – ~12,000-15,000 polygons
☼Uncharted 2, PS3, 2009☼God of War III, PS3, 2010Kratos – ~20,000 polygons
GTA San Andreas, PS2, 2004Characters – 2,000 polygons with 1 256×256 8bit texture
NPCs - 1,200 polygons with 1 256x128 8bit texture
Gant bridge - 16,000 polygons, includes LOD
GTA IV, Xbox 360/PS3, 2008Story Characters – 8-10,000 polygons with multiple 256×256/512×512 diffuse, specular and normal maps
Deathrow, Xbox, 2002Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces
Lair, PS3, 2007Main 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, 2004Main characters - 10,000 polygons
Characters - 3,000 - 4,000 polygons
☼Final Fantasy X-2, PS3, 2003Main characters - ~7,000 -10,000 polygons ¹
☼Final Fantasy XIV Benchmark, PC, 2010haracters - ~6,000 -????? polygons -
SRC ³
Mass Effect, X360, 2007Sheppard + armor + weapons - ~20,000-25,000 polygons