Yes, but how many polygons?
Previously, I’ve explained that it is very difficult to answer the question “How many polygons should I be using in a character/vehicle/environment?” This doesn’t stop the question being asked however, so I thought I’d approach it in a different way – how many polygons have other games used?
By listing the game, the hardware it runs on, and any art information I could find, I hope that this will be a good starting point as to suitable polygon counts and texture sizes. Ideally I’d like to list as many games as possible, from different genres and platforms.
This is very much a work in progress, and if you haven’t read my previous thoughts on the “How many polygons?”, I suggest you do check it out.
So, I’ll warn casual readers again – the number of polygons used don’t matter if they are not used well. This is simply a technical markerpost to try and identify what certain games used on certain hardware at a certain time. Supposedly Halo 2 used less polygons for Masterchief than Halo 1, and I’ve heard that Call of Duty 4 used less polygons for the character models that CoD2 did – I suspect this will due to relying more heavily on normal mapping to create the details.
- Dead or Alive series, Xbox, 2001-2004
- Character – ~10,000-15,000
- Gears of War, Xbox 360, 2006 (according to D’Artiste book)
- 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
- GTA IV, Xbox 360/PS3, 2008
- Story Characters – 8-10,000 polygons with multiple 256×256/512×512 diffuse, specular and normal maps
- NPCs – 3-4,000 polygons with multiple textures
- Half-Life, PC, 1998
- Zombie – 844 polygons
- High Definition pack Zombie- 1700 polygons
- Halflife 2, PC, 2004
- Alyx Vance – 8323 polygons
- Barney – 5922 polygons
- Combine Soldier – 4682 polygons
- Buggy (without mounted gun) – 5824 polygons
- Classic Headcrab – 1690 polygons
- SMG – 2854 polygons (with arms)
- Pistol – 2268 polygons (with arms)
- Halo, Xbox, 2001
- Masterchief – 2,000 polygons
- The Legend of Zelda: The Wind Waker, GC, 2002
- Link – 2800 polygons
- The Legend of Zelda: Twilight Princess, GC/Wii, 2006
- Link – 6900 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
- Mass Effect, X360, 2007
- Sheppard + armor + weapons – ~20,000-25,000 polygons
- Metal Gear Solid 3: Snake Eater, PS2, 2005
- Snake – 4,000 polygons
- Project Gotham Racing 2, Xbox, 2003
- Vehicles – 10,000 polygons
- Project Gotham Racing 3, Xbox 360, 2006
- Vehicles – 80,000-100,000 polygons
- Quake, PC, 1996
- 200 polygons with 1 320×200 8bit texture using predefined palette.
- Quake 4, PC, 2006
- Player model – 2,500 polygons with multiple diffuse, specular and normal maps
- Resident Evil 4, Gamecube, 2005
- Leon – 10,000 polygons
- Uncharted: Drake’s Fortune, PS3, 2007
- Main characters – ~20,000-30,000 polygons
- Drake – ~30,000 polygons
- Pirates – ~12,000-15,000 polygons
- Unreal Tournament, PC, 1999
- Player model – 800 polygons
- Unreal Tournament 2k3, PC, 2003
- Player model – 3,000 polygons
- Unreal Tournament 3, PC, 2007
- Weapon models – 4,500 to 12,000 triangles for the first person view
- Virtua Fighter 5, Arcade/PS3/X360, 2006
- Character – ~40,000 with diffuse, specular and normal maps
- Background – 100,000 – 300,000 polygons
Please feel free to add QUALIFIED information in the comments, or drop me an email with information that you think deserves to be here..
Technorati Tags: polycount, how many polygons
August 27th, 2007 at 2:04 pm
[...] Yes, but how many polygons? Yes, but how many polygons? rsart – home of Rick Stirling, games artist, designer, egotist and raconteur Blog Archive Yes, but how many polygons? Previously, Ive explained that it is very difficult to answer the question How many polygons should I be using in a character/vehicle/environment? This doesnt stop the question being asked however, so I thought Id approach it in a different way – how many polygons have other games used? By listing the game, the hardware it runs on, and any art information I could find, I hope that this will be a good starting point as to suitable polygon counts and texture sizes. rsart – home of Rick Stirling, games artist, designer, egotist and raconteur Blog Archive Yes, but how many polygons? [...]
August 27th, 2007 at 8:11 pm
Rick, it’s about time someone did this! Kudos to you, because now people will have a point of reference when wondering about triangle counts!
Good job, I’d like to see this done for environments as well.
August 27th, 2007 at 10:30 pm
November 5th, 2007 at 2:31 am
Thank you Rick for the info I could not find anywhere else!
Yes, PLEASE DO one for environments/props ets.
Blessings!
November 6th, 2007 at 5:32 pm
Perfect! Its an odd question but helps us beginners. Please do enviroments, etc
November 12th, 2007 at 10:32 pm
[...] Check it. Word. __________________ TF2DEV – A Fresh Community for Team Fortress 2 Players and Developers [...]
December 18th, 2007 at 2:32 am
Actually, your information regarding MGS3 is incorrect.
1) It’s on the PS2, not GameCube.
2) Snake is made up of around 8K poly–this is the same amount as a single enemy zombie from the GameCube version’s Resident Evil 4.
December 23rd, 2007 at 1:47 pm
Bob – I’ll have to check out the MGS stats, and change that to the PS2.
January 15th, 2008 at 11:40 pm
Thanks for this Rick!
Here’s a linkback from the Beyond3D forums, in case you haven’t seen it, with more stats in the thread.
http://forum.beyond3d.com/showthread.php?t=43975
January 16th, 2008 at 12:56 am
Ta! I’ll have to rip off the numbers from that page and put them on here.
January 22nd, 2008 at 12:51 am
I’ve copied in a few new details from the link Mr Chadwick sent. I could really do with some weapon stats.
May 30th, 2008 at 5:55 pm
Umm… Am i the only one wondering where do these numbers come from??? Have you actually grabbed the model off of the media, reverse engineer any proprietary formats? Or are you just winging it? I love the IDEA of the page but I can’t seriously use this as a metric unless these numbers are based on real data. So i guess references would be great.
May 30th, 2008 at 6:48 pm
August 26th, 2008 at 7:53 am
[...] days is how smooth the car looks You’ll find at this link some info about polycounts in games: rsart – Rick Stirling, games artist Blog Archive Yes, but how many polygons? Not sure how true those are but an article from someone at Bizarre Creations (Bizarre Creations in [...]
September 28th, 2008 at 10:42 am
Hi Rick,
Thanks for the interesting article. Like others would be great to see a similar article on Environments, but I realise that its even harder cause of the differnce between unique geometry and instanced geometry, as well as other things like streaming tech, etc.
Don’t know if you can disclose this info, but was wondering how the polycounts and texture budgets for GTA 3 and GTA 4’s characters differ? I also imagine that there were lot more polys in the main characters, than in the pedestrians.
Great site, will be back regularly.
Cheers
Chris
September 28th, 2008 at 12:06 pm
September 28th, 2008 at 12:54 pm
Thanks for the info mate!
September 30th, 2008 at 4:02 pm
Hi Rick, I was wondering if you could let me know what sort of poly limits were used for the in game cars in GTA IV, were they full modeled meshes, or were some parts instanced, with shared textures/geometry etc?
Cool site by the way, very helpful.
October 10th, 2008 at 6:48 pm
November 28th, 2008 at 5:44 pm
Thank you very much. I’m studying 3D animation, just now trying to work out the logistics of my final animation and this is really useful as I want to make something I can show off to games developers.
One request though – could you share more poly count of models that aren’t the lead character or ‘lead vehicle’? I’d love to know how many polygons are in a lightpole, telegraph pole or section of wire-mesh fencing.
In any case, thanks again for the info and everything.
January 19th, 2009 at 3:48 pm
I was curious where the data was from too.
I’ve played GT5 prologue and the cars and menu scenes are very impressive. I do some 3d rendering, small time d3d coding and generally interested in photorealism and I heard it suggested that the models could be extracted from the game into an editor. do you know how that could be done rick? and do you know if the geometry would be compatible with renderings or are they using some cryptic displacement/normal mapping to give the smooth surfaces so the apparent geometry isn’t really there.
thanks
February 10th, 2009 at 4:27 pm
Thanks for posting this info, its really very awesome to know.
I was wondering though, these are all labeled “polys”, so does that mean its double the tris? For example, the original Quake models were 200 polys, does this mean 200 quads, so 400 tris?
Thanks again!
February 10th, 2009 at 11:05 pm
February 12th, 2009 at 11:59 pm
[...] this out here. An insider view on poly counts of various object on various systems, makes for some interesting [...]
April 26th, 2009 at 6:23 pm
[...] wonder just how high or low polygon the work in their portfolio should be. These lists here and here provide a good idea of what to work with, from the current handhelds to current generation home [...]
March 8th, 2010 at 2:43 pm
[...] [...]