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Polygon Count Question...

Hello all,

I'm new around here, and have used the "search" function to look for my answer(s), but didn't find it.

I might not be looking in the right areas though, and will gladly take a link to the thread/area if I have missed it.

Is there an area that discusses the polycounts of older games, from like the 90s? I'm thinking N64 games likes Turok, NFL Blitz, Wayne Gretzy Hockey, and the like.

Thanks! (And mods/admins, I wasn't sure if this was the best forum/thread for this post, but if not, I understand if it gets moved.)

Replies

  • ZacD
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    ZacD ngon master
    The best way to get an accurate answer is to get an emulator and rip assets from the old game. You might be able to find some of the assets already ripped from the game online, I've seen some of The Legend of Zelda OoT.
  • mats effect
    Didn't someone on here do a rip of one of the old zelda games and break down the assets etc.
  • ZacD
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    ZacD ngon master
    Didn't someone on here do a rip of one of the old zelda games and break down the assets etc.

    It was Windwaker, and that's gamecube era.
  • lotet
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    lotet hero character
    I think there is a list of polycounts or random models from games somewhere on the polycount wiki, dont quote me on that though.

    EDIT: found some stuff, really hard to find older then this though.
    http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/
    http://forum.beyond3d.com/showthread.php?t=43975
    http://www.polycount.com/forum/showthread.php?t=40563
  • MattQ86
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    MattQ86 polycounter lvl 15
    Older games are probably going to be ~500 tris. At that point polycount is more determined by what you need just to convey the form than anything else. I've always been more curious about newer games. Here's an old list I have:
    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 1 256×256 8bit texture
    NPCs - 1,200 polygons with 1 256×128 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 - 3,000–4,000 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 (encoded 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 or 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 polygons sent to transform, pre Z-pass and culling.

    It has always been interesting to me to see how many polygons were used on a certain game model. It's trivia, in most case, but I like these graphics related trivial tidbits.
    ...and here's a much longer list.
    Ace Combat X/2
    YR-99 (hangar view) - 1600

    Alan Wake
    Alan - 13,437

    Alice: Madness Returns
    Alice - 11,748

    The Amazing Spiderman
    Spiderman - 11,652

    Anarchy Reigns
    Mathilda - 15,908

    Assassin's Creed 3
    Benjamin Franklin - 17,744
    Charles Lee - 25,994
    Connor Kenway - 28,501
    Desmond - 14,934
    Haytham Kenway - 19,985

    Asura's Wrath
    Asura - 23,139 with 6 arms, 16,000 with 2 arms.

    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

    Batman: Arkham Asylum
    Bane - 25,000
    Batman (Armoured Knight) - 21,304
    Croc - 20,940
    Thugs - 7,000
    Up to 25K for main characters

    Batman: Arkham City
    Batman Beyond suit - 13,050
    Harley Quinn - 17,731
    Harley Quinn (DLC) - 19,110
    Poison Ivy - 15,977

    Battlefield 3
    Kiril - 15,818
    Vladimir Kamarivsky - 15,819

    Bayonetta
    Bayonetta - 23,000
    Jeanne (old outfit) - 18,873
    Luka - 23,484
    Rodin - 40,508 (15K for jewelry etc)

    Blade And Soul
    Female, Custom character - 10,026
    Female, Yuran - 7,904
    Female, Custom character 2 - 8,815
    young male, Custom character 3 - 7,386
    young male, Custom character - 7,931
    young male, Custom character 2 - 8,118
    young male, Custom character 4 - 8,244

    Borderlands 2
    Captain Scarlett - 13,848

    Bioshock 2
    Big Sister - 7,253

    Bulletstorm
    Grayson Hunt (past/intro level) - 41,534
    Grayson Hunt (default) - 43,709
    Trishka - 21,122
    Victor - 19,116

    Bullet Witch
    Alicia (w/ boom stick) - 16,991
    Maxwell Cougar - 16,250
    Sky Serpent (boss) - 90,912
    Tri-Serpent beast (final boss) - 35,063

    Call of Duty: Black Ops
    Frank Woods (full gear) - 19,777

    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 (encoded 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**

    Castlevania Lord of Shadows
    Black knight - 21,718
    Cornell - 19,031
    Laura - 10,000
    Gabriel - 27,379 (with all upgrades.)

    Conflict Vietnam
    cut scene characters - 60,000
    main characters - 2,200
    NPC - 1,900

    Crysis, PC, 2007
    Nano-suit character - 67,000 polygons (uncertain whether it's an in-game model or not)*
    Characters' heads - ~2500-3000 polygons
    Characters' bodies - ~5000 polygons

    Crysis 2 (console)
    Nano suit - 19,073
    Multiplayer suit - 27,414
    Ceph (heavy) - 19,651

    Dark Sector
    Hayden Tenno (armoured) - 10,671
    glave - 1,608

    Darksiders II
    Death - 12,216

    Dead Island
    Purna - 23,301
    Xian - 15,961

    Dead or Alive series, Xbox, 2001-2004
    Character - ~10,000-15,000

    Dead or Alive 4
    Helena (C4, opera) - 39,659

    Dead or Alive 5
    Leifang (C8) - 32,497
    Kasumi (armored) - 65,303, weapons - 14,046
    Mila - 40,398
    Pai Chan - 29,379
    Ryu Hayabusa - 30,613
    Sarah Bryant - 30,411
    Tina (swim suit) - 34,804

    Dead Rising, X360, 2006
    Peak number of polygons per frame - ~ 4 million**

    Dead Rising 2
    Chuck Greene (Bruce Lee outfit) - 15,329, head - 7,800
    Chuck Greene (default) - 16,284
    Jessica Howe - 15,694

    Dead Space 2
    Isaac Clarke - 21,595

    Deathrow, Xbox, 2002
    Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces

    Deus Ex: Human Revolution
    Adam Jensen - 25,953
    Yelena - 17,022

    Devil May Cry 4
    Agnus (cutscene) - 23,915
    Avg. Gameplay characters - ~15K
    Berial - 24,224
    Credo (Angel, gameplay/cutscene) - 19,598
    Credo (cutscene) - 22,344
    Dagon - 40,893
    Dante (cutscene) - 23,827
    Dante (devil gameplay) - 13,094
    Gloria (cutscene) - 26,940
    Lady - 27,432
    Nero (cut-scene) - 26,662
    Sanctus (Diabolica, gameplay/cutscene) - 30,210
    Trish (cutscene) - 31,340

    Devil May Cry: DmC
    Dante - 20,732
    Flying Demon - 10,802
    Kat - 19,077
    Mundus - 17,057

    Dragon Age 2
    Arcane Horror - 9,630
    Leliana Chantry - 13,870
    Hawke Warrior (Female) - 16,690
    Hawke Warrior (Male) - 19,364

    Encharted Arms
    Kairen - 13,073

    Enslaved
    Monkey - 20,407
    Trip - 22,103

    Far Cry 3
    Jason Brody - 29,932, head - 17,179
    Vaas - 19,369

    Final Fantasy XIII
    Bahamut - 16,000
    Brynhildr - 16,016
    Fang - 8,153
    Hope - 7,954, head - 2,964
    Lebreau -7,348
    Lightning - 8,488
    Odin - 14,088
    Sazh - 8,383
    Shiva - 5,752 and 7,938
    Snow - 8,907
    Vanille - 8,068


    Final Fantasy XIII-2
    Caius - 8,002
    Lightning - 8,163 polygons, head and hair same as ff13.
    Lightning (old outfit) - 8,488
    Noel - 7,349
    Snow - 8,274

    Forza Motorsport 3
    LOD0: 172753 polys
    LOD1: 45074 polys
    LOD2: 21802 polys
    LOD3: 13134 polys
    LOD4: 6360 polys
    LOD5: 2556 polys
    Hi-res cockpit: 79845 polys


    Forza Motorsport 4
    500,000-1,000,000 for auto vista,
    Lamborghini Reventon - 562,786
    Halo Warthog 798,005

    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

    Gears of War 2
    Brumak - 40,084
    Marcus Fenix, 20,195

    Gears of War 3
    Anya Stroud (COG outfit) - 24,144
    Anya Stroud (Gears 2 outfit) - 25,370
    Clay Carmine - 18,444
    Marcus Fenix - 31,831
    Queen Myrrah - 23,415
    Samantha - 23,038
    Savage Kantus - 19,899

    God of War 3
    Kratos - 22,000

    Gran Turismo 3, PS2, 2001
    Cars - ~2,000-4,000 polygons

    Gran Turismo 4, PS2, 2004
    Cars - ~2,000-5,000 polygons

    Gran Turismo 5: Prologue, PS3, 2007
    Cars - 200,000 polygons (probably interior + exterior)

    Gran Turismo 5
    Cars ~500K photomode

    GTA San Andreas, PS2, 2004
    Characters - 2,000 polygons with 1 256x256 8bit texture
    NPCs - 1,200 polygons with 1 256x128 8bit texture
    Gant bridge - 16,000 polygons, includes LOD

    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)

    Half-Life 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
    Master Chief - 2,000 polygons

    Halo: Reach

    Catherine Halsey - 15,088
    Civilian - 15,808
    Elite (Field Marshal) - 27,394
    Elite (Ranger) - 23,964
    G
  • NegevPro
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    NegevPro polycounter lvl 4
    It shouldn't be too hard to rip assets from older games, although some older developers used some weird methods for storing assets. I ripped some assets out of Xenosaga for the PS2 a while back and I remember having to write a few small scripts to get past a couple of issues. Most games won't require much work though, just google a guide.

    I'm not at home and don't have headphones at the moment, but this video could be helpful.

    http://www.youtube.com/watch?v=pKvB2bozJZ0
  • CoffeeWithGames
    MattQ86 wrote: »
    Older games are probably going to be ~500 tris. At that point polycount is more determined by what you need just to convey the form than anything else. I've always been more curious about newer games. Here's an old list I have:

    ...and here's a much longer list.

    Thank you for the list, I had found those when doing my initial searches. But, hopefully they can also help others that might be looking for information on character models.

    Kind of interesting seeing how there is little information on the N64 games, might have to do some more research!
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