Announcement

Collapse
No announcement yet.

[Question]Poly count

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    [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
    Depends mostly on the hardware you're trying to run it on.

    Comment


      #3
      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.

      Comment


        #4
        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 1 256×256 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

        Comment


          #5
          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.

          Comment


            #6
            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.

            Comment


              #7
              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.

              Comment


                #8
                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

                Comment


                  #9
                  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?

                  Comment

                  Working...
                  X