With the new consoles and high end video cards coming out on a yearly basis; would you say that triangle counts no longer matter?
I've heard from various conversations that most consoles and high end PC's can easily push over a billion poly's on the screen. Would you say that is true?
What would be the limit for say a character in a FPS game on the new consoles?
1 million tri's? Or is that a bit overboard?
What about a vehicle like a tank on the new consoles? Would 2-5 million tri's be a bit much?
Replies
I've heard though in the game The Division, the cars had something like a million tris. Can anybody verify that?
Car games are a whole other thing, Forza might have million poly cars.
A million tri's in cars on an open world online multiplayer? Hmmm I'd say that's bogus but then again I'm not working on it, I'd expect cars in a racing game (say the next Gran Turismo) to be hitting figures upwards of that but that's a bit more contained.
40K as ZacD mention is a figure that's used in titles at the moment (KillZone:SF, Beyond Two Souls etc...) I'd expect close up characters to go upto 100k or thereabouts, there is a point you reach when actual geometry @ 1080 makes little difference.
1 million ? Really ? -_o
I have serious doubts about this number.
Even characters don't go this far while they need micro-animations to be believable. So a car in a game like Division... well... That sounds very overkill.
Shouldn't we be able to push that way beyond that now?
Source:
http://forum.beyond3d.com/showthread.php?t=43975
Uncharted: Drake's Fortune, PS3, 2007
Main characters - ~20,000-30,000 polygons
Drake - ~30,000 polygons
Pirates - ~12,000-15,000 polygons
Uncharted 2
Chloe - 45,000, each subsequent LOD has halved count (3 LODs)
Drake - 37,000, no LOD in SP
Drake's Hair - 4,000
As an example you don't need a million tri's to define a perfect looking sphere at mid distance @ 1080, a couple of thousand, if that, would probably do.
So can consoles push more? Yes ofcourse.
Do they need to? Nope
Bigger textures, better animation and more FX are likely to make a bigger visual impact then more triangles after a certain point.
At 1080p characters don't look much better after 40k tris. Instead of pushing for a higher polycount, engines are pushing for more accurate shader and lighting models, higher resolution textures, better reflections, effects, etc.
And for a game like Uncharted or The Last of Us, the polycount could also be limited to the complexity of the characters rig.
The more vertices and more bones make a lot more transformations you have to do per character.
http://wccftech.com/ryse-polygon-count-comparision-aaa-titles-crysis-star-citizen/
Or maybe your not working on a big AAA epic game and only have a short amount of time to make assets.
Just because you can thow a millions of tri's at your scene, doesn't meen you should or have to.
Ultimatly it all depends on multiple factors like platform, contex and time and budget constraints. It will be up to the lead artists and programers to give you a mesh budget.
If your lead tells you something has to be under 10,000 tris, then you'd better be able to do that. Or have a good justifation for why its not.
http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf
Yeah, it looks like I was spouting out some insane numbers.
I think tri-counts will always matter but they might stop mattering to artists at some point in the future. By that I don't mean tri counts so high it feels unlimited, but I think we are closer to "seamless, automated, scalability" than we've been in the past.
We are getting closer to throwing a million poly model at an engine and it uses what it needs, when it needs it.
Can your model be down res'ed to run on mobile and up res'ed to run at cinematic quality? Soon I don't think we'll be worried about making each level of detail as we've been in the past and I don't think we'll be throwing the highest sub-d out of zbrush into game engines, but making models that transition and scale smoothly as needed.
There are already a lot of tools that optimize models on the fly, adding tessellation and other techniques will get us closer. But we'll probably need some innovation on the art front to get over the hurdle. We need to allow artists to see all the levels and fine tune them as needed. Not just to get static details right but also for bone structures, skin weighting and deformation.
How you rig and weight an ultra low poly model isn't the same as an ultra high, so not only does detail need to scale, but so do rigs and animations, that's a bit trickier.
We're still pretty early in the next generation and doing things pretty much the same old way with higher limits, but we have a lot of resources and just throwing them all at tris or bigger texture sheets might not be the best way to make some games better.
Personally this question seems like someone who is used to zBrush hoping to get out of learning deformation and lower poly modeling techniques, ha. I don't think that's going away anytime soon...