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Gears of war - war, Xbox 360, 2006 10,000 polygons with diffuse, specular and normal maps 11,000 polygons and normal maps. Halo, Xbox, 2001 Masterchief - 2,000 polygons, Snake - 4,000 polygons Resident Evil 4, Gamecube, 2005 Leon - 10,000 polygon.
Gears of war - war, Xbox 360, 2006 10,000 polygons with diffuse, specular and normal maps 11,000 polygons and normal maps. Halo, Xbox, 2001 Masterchief - 2,000 polygons, Snake - 4,000 polygons Resident Evil 4, Gamecube, 2005 Leon - 10,000 polygon.
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Gears of war - war, Xbox 360, 2006 10,000 polygons with diffuse, specular and normal maps 11,000 polygons and normal maps. Halo, Xbox, 2001 Masterchief - 2,000 polygons, Snake - 4,000 polygons Resident Evil 4, Gamecube, 2005 Leon - 10,000 polygon.
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Attribution Non-Commercial (BY-NC)
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Descărcați ca TXT, PDF, TXT sau citiți online pe Scribd
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 256Ã 256 8bit texture NPCs - 1,200 polygons with 1 256Ã 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 - 3,000â 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 (e ncoded 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 o r not)* Characters' heads - ~2500-3000 polygons Characters' bodies - ~5000 polygons *Might be a cut-scene model **No precisions whether it's actual rendered polygons or just the number of poly gons sent to transform, pre Z-pass and culling.