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  1. #1
    Skaarj
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    Default [Question]Poly count

    Hello I have a question.
    How many poly in a level would be run smootly in UDK?
    We are building a graybox level for our idea but we can't find the max poly count would run smoothly in udk.

  2. #2
    Iron Guard
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    Depends mostly on the hardware you're trying to run it on.

  3. #3
    Skaarj
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    Thank you for your fast response

    Intel due core 2.0 ghz
    3g ram
    nvidea 9800~

    This isn't our system but we need to think as low as possible.

  4. #4
    MSgt. Shooter Person
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    There is not a magic number, it depends a lot of things, textures size, lightmaps size, shader complex, post-process effects, number of tris, etc...

    A list extracted from cgsociety forum:

    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 256Î256 8bit texture 
                NPCs - 1,200 polygons with 1 256Î128 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
    Last edited by ikifenix; 01-10-2011 at 12:37 PM.
    Sorry for my english.
    Waiting glide's reborn! while trying to start to learn to understand how to work with UnrealScript...

  5. #5
    Skaarj
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    Thank you for your awnsers.
    I tested something lol i can add 320 skeleton meshes with 7274 polygons...
    I end up with 27~30 fps then i think thats a good rate
    So we dissided a max of 1miljoen polygons in 1 level... I think thats a lot :X and i want to know if thats a good rate ? we never make it tough.

  6. #6
    MSgt. Shooter Person
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    Well, polygon count is not really much of a big deal anymore, the more important question is how many of these do you want on screen at one time? The bigger the number, the smaller in poly's they should be. You also need to factor in the environment, textures, post-processing effects, particles, etc, these are more of a thing to worry about over how many polygons are on screen.

    Another factor to take in is how large it is? The bigger the object, generally the less of them you want on screen, and you want more detail. For instance, a first person weapon is constantly on screen, taking up a substantial portion, so you'll want it to have more detail than a grunt type enemy. Also think about how long the object will be in sight, for instance, in Modern Warfare 2, the knife is only on screen for half a second at most, do you think they would have had a 8-9000 poly model knife? Or something cheap, easy and not much of a strain?

    Of course, it's all up to you.

  7. #7
    Skaarj
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    Quote Originally Posted by Kyle_Katarn View Post
    Well, polygon count is not really much of a big deal anymore, the more important question is how many of these do you want on screen at one time? The bigger the number, the smaller in poly's they should be. You also need to factor in the environment, textures, post-processing effects, particles, etc, these are more of a thing to worry about over how many polygons are on screen.

    Another factor to take in is how large it is? The bigger the object, generally the less of them you want on screen, and you want more detail. For instance, a first person weapon is constantly on screen, taking up a substantial portion, so you'll want it to have more detail than a grunt type enemy. Also think about how long the object will be in sight, for instance, in Modern Warfare 2, the knife is only on screen for half a second at most, do you think they would have had a 8-9000 poly model knife? Or something cheap, easy and not much of a strain?

    Of course, it's all up to you.
    Thank you For your reply
    We are making a excel sheet with all the models we are going to make.
    We just needed a number each level now we are going to think about max poly for each object.

  8. #8
    God King
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    i know the maximum amount of polys that unreal accepts is 60k polys for one model, Gran turismo can get 200k is it possible to tweak some of the engine settings to accept 200k? or is that basically it.

    anything larger than 60k causes some pretty nasty effects

  9. #9
    MSgt. Shooter Person
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    I noticed a lot of the focus now is on lighting and materials?
    I haven't learnt much about lighting yet so I don't know what to ask, but for materials - what is a recommended number of instructions for each material - and would this multiply if you apply the same material to several different meshes?
    Say I'm creating a floor, would it be less expensive to use a large mesh with the material than to split the floor up into many meshes and apply that material to each mesh? what if the floor used realtime reflection?


 

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