Sunteți pe pagina 1din 3

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 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.

S-ar putea să vă placă și