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Old 06-12-2008, 05:57 AM   #1 (permalink)
 
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Number of polygons

How many polygons is an average Battlefield map made up of?

How many polygons are there in humans and vehicles?

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Old 06-13-2008, 12:34 AM   #2 (permalink)

 
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Re: Number of polygons

I'm no technical person, but I'm sure you'd get a better answer if you asked this question on the PR Forums. Lots of developers and techy people who know.. techy stuff
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Old 06-13-2008, 12:51 AM   #3 (permalink)
 
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Re: Number of polygons

There are enough to make visible holes, but too much to make a good game. =D

*High five to BF2 Engine*

NOT TALKING ABOUT THE PR MOD HERE, PR MOD=WIN FOREVER.
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Old 06-13-2008, 02:17 PM   #4 (permalink)
 
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Re: Number of polygons

The gpu itself might keep a count during the game, Im not sure if any tool would be able to display this info. You can definitly check the amount of textures used.
Ask on the community mod forum section, bf2 editor

I wish games had stuck purely to filled polygons, stuff the textures and ramp up detail at the model level because it affects gameplay much more or could do ie. its more realistic!

Bit of a discussion here:
http://66.102.9.104/search?q=cache:S...ient=firefox-a


Code:
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

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
Gant bridge - 16,000 polygons, includes 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

Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it's not on GC but PS2)
Snake - 4,000 polygons

Resident Evil 4, Gamecube, 2005
Leon - 10,000 polygons

Jak & Daxter, PS2, 2001
Jak - 4000 polygons

Jak II, PS2, 2003
Jak - 10,000 polygons*

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**

Dead Rising, X360, 2006
Peak number of polygons per frame - ~ 4 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

Dead or Alive series, Xbox, 2001-2004
Character - ~10,000-15,000

Vitua Fighter 5, Arcade/PS3/X360, 2006
Character - ~40,000 with diffuse, specular and normal maps
Background - 100,000 - 300,000 polygons

Medal of Honour: Allied Assault, PC, 2002
Character - 4096 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)

Gran Turismo 5: Prologue, PS3, 2007
Cars - 200,000 polygons (probably interior + exterior)

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

Lair, PS3, 2007
Main dragon plus its rider - 150,000 polygons
16x16KM scene - 134M polygons (streamed into memory, not loaded at run time)

Deathrow, Xbox, 2002
Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces

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**

Mass Effect, X360, 2007
Sheppard + armor + weapons - ~20,000-25,000 polygons

Virtua Fighter 4, Naomi 2, 2001
Jacky - 14,000 polygons

Virtua Fighter 4, PS2, 2002
Jacky - 7,000 polygons

V-Rally 3, PS2, 2002
Vehicles - 15,000-16,000 polygons (Might count multi-passes)
Stages - 500,000 polygons

Kingdom Under Fire : The Crusaders, Xbox, 2004
Main characters - 10,000 polygons
Characters - 3,000–4,000 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)

Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons

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
http://www.rsart.co.uk/2007/08/27/ye...many-polygons/





This is what I was remembering from last autumn, the crysis editor shows a polygon count






Updated model, going from 9k to 50k polys
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