View Full Version : Polycount Video game character
11-22-2007, 12:36 PM
Does anyone know what is the max polycount for a character in a game such as Tekken 6 or Crysis, and the size of the texture map?
11-22-2007, 12:45 PM
I think we're coming to a point where we can say, use how many you want to make it look good. My estimate for a Crysis character would be 15k polys perhaps 20k.
The texture maps doesn't have a specific size per se, since they are all broken up into detail maps, several texture maps for the model etc. I think they are still staying around 1024x1024 and i've seen fabric detail maps as low as 256.
11-22-2007, 02:09 PM
I doubt they went as high as 20K for a character in Crysis. They look good but not THAT good :D I'd guess at somewhere around 10K. The easiest way to find out is to use that DirectX screenshot thingy that was posted in the CGNews a while ago.
11-22-2007, 08:49 PM
[specs for crysis]
Weapons (1st person and 3rd person bind models)
1st person: about 6000 triangles (same as cryengine1; not more really needed ? above, normal maps are not needed)
3rd person: about 1500 triangles
As we are using attachments we have to split the triangle numbers in the separate parts:
* Heads 3k triangles
* Body 5k triangles
* Attachments 1 k triangles
Max. 20000 polygons is our internal limit
Hard to answer ? put detail were detail is needed. No real need to go crazy. If you only have a few buildings in your level you can spend more triangles, but you should be careful in City maps.
Between 500 and 2500 triangles for trees ?whereas the ones with 2500 should not be used in a dense forest because of the filtrate ? It heavily depends on the scenery you want to create.
Depends on the size and the complexity.
If you use one material, 300 polygons for a box are ok. This is the minimum number, one set of material should use in an object, as the setup for the renderer is much heavier compared to the actual rendering of these polygons. This also means you do no need LODs for objects lower then 500-600 triangles (given they only use one material).
How many LODs will be supported in CE2, are you sticking to just the 3 again?
We stick to the 3 LOD's - not a real reason to make 4 (just needs more memory). Polycount is not the big problem when rendering our datasets. Material changes and the resulting draw-calls affect performance much more heavily on modern graphics cards than pure triangle count alone.
What are the texture resolutions for weapons, character, etc. in Crysis?
Weapons 1024x1024; Character head: 512 x 512 to 1024 x 1024; Character body: 1024 x 1024; Attachments: 1024 x 1024.
A general rule should be that you do not extend 170 to 190MB for the targeted Spec including mesh geometry. The last 60 MB (256 ? 60 = 196MB) will be used for dynamic textures (shadow maps).
You should therefore divide the available amount by the assets you want to show in the level.
A good advice is to keep the numbers of different materials per object very low and put more polygons into the object. The graphic card can a) handle polygons much better than loading different textures and b) can give you much more detail with lower memory consumption.
The number of materials per building:
From 7 till 20 materials.
11-22-2007, 09:38 PM
I can't believe anyone would use 20k polygons for a simple biped character.
GoW used 15-20k for huge monsters, not average human-size enemies.
The only game that really used very high poly characters was Fight Night Round 3, but only because it needed faces to bend according to punches and because you only had 2 characters on screen the whole time, not huge interactive levels like in Crysis with hundreds of thousands of objects.
For any DX9 (aka "next gen") FPS games, poly counts remain almost as low as in DX8, because all the detail is done with normal maps. UT3's poly counts aren't much higher than UT2004's and neither are the texture sizes. :)
11-23-2007, 03:59 PM
thats true, polycounts arent really moving at all. In fact COD4's characters are lower in polycount than those from COD3 by about 2k.
you have to remmeber that polycount is also relative to what you have onscreen at once.
If you have 2 characters like a fighter with limited NPC usage,of course the polycounts can get higher, but if you are in a sandbox type environment with dozens or more NPCs your poly count will be way lower.
I would have to say that a decent poly count for next gen is 8-15k anythign more than that is useless and takes away from performance.
11-23-2007, 03:59 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.