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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

  • #2
    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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    • #3
      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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      • #4
        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, 07:25 PM.


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

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