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Gears of Wretch Boomer Marcus -

War, Xbox 360, 2006 10,000 polygons with diffuse, specular and normal maps 11,000 polygons with diffuse, specular and normal maps 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 (e ncoded 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 o r not)* Characters' heads - ~2500-3000 polygons Characters' bodies - ~5000 polygons *Might be a cut-scene model **No precisions whether it's actual rendered polygons or just the number of poly gons sent to transform, pre Z-pass and culling.