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..
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