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Discussion: Project Reality / PR:BF2 - Number of polygons - How many polygons is an average Battlefield map made up of? How many polygons are
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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?

    Thanks

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  3. #2

    MarineSeaknight's Avatar

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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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    sirsolo's Avatar

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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.
    |TG-Irr|Sirsolo since 18OCT08.

    Carpe Diem


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    Sabre_Tooth_Tigger's Avatar

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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
    Last edited by Sabre_Tooth_Tigger; 06-13-2008 at 08:25 PM.


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

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