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Triangle count for gamea?

Okay, this may sound like a pretty stupid question, plus my english isn't all that good. But I need to find a website that contains information about triangles in existing video games/ pc games.

I need to find information about how many triangles there are in total in two random games, I know this will be a pretty high number, but I need this for a school project.

I've googled my ass off but the only thing I can find is the triangle count for single objects.

Please, help a dame in need.

Replies

  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    The second half of Rick Stirling's "How many Polys in a piece of string" essay covers this to some degree.
    http://www.rsart.co.uk/2007/08/27/yes-but-how-many-polygons/
  • Michael Knubben
    I think she wants to known the total amount of triangles used in a game, for her school project. And in that case, I can see how that would be difficult to find, yes.
    Are you looking for the total amount of triangles used in the entire game, or did I misunderstand that?
    If that's what you need, then I'm afraid you're going to have to use a game's editor to open every single level and player character and read the numbers for yourself. Or you could hope someone will know the numbers for a game they've worked on.
  • CrazyButcher
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    CrazyButcher polycounter lvl 20
    if you open the crysis sandbox editor it will show triangles per frame in the scene. However those numbers are very high due to certain multi-pass techniques. that way they typcially have around 1-1.5 mio triangles per frame
  • Yozora
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    Yozora polycounter lvl 11
    Can I ask what practical uses does this information have? Just curious~
  • Mark Dygert
    MightyPea wrote: »
    I think she wants to known the total amount of triangles used in a game, for her school project. And in that case, I can see how that would be difficult to find, yes.
    Are you looking for the total amount of triangles used in the entire game, or did I misunderstand that?
    If that's what you need, then I'm afraid you're going to have to use a game's editor to open every single level and player character and read the numbers for yourself. Or you could hope someone will know the numbers for a game they've worked on.
    Yep, like crazy butcher said and Pea, its going to be hard to find the total used. Dev's probably don't know because they pay attention to the number of tris that are seen not really the overall tri count =/ I doubt that kind of info exists.

    If you're looking for tri counts for objects then Ricks article nails it.
  • Target_Renegade
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    Target_Renegade polycounter lvl 11
    In the Crysis editor the most I can see at any one time is at the 1.3million mark. The problem is that it includes LODs and fluctuates. When trying to get the whole map in view, the number decreases drastically because its optimizing the scene down to draw distance. Tough cookie to crack.
  • Xenobond
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    Xenobond polycounter lvl 18
    Should be able to do it for Oblivion. It uses gamebryo, and there are ways of pulling a list of all the assets. Still, it wouldn't be able to count all instances of each asset, though.
  • rube
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    rube polycounter lvl 17
    it won't help you with the polycount for an entire game (unless you're really patient and like to cut and paste a lot) but the dx ripper will pull out whatever happens to be in memory in a direct x game... so you can at least get an on screen polycount. though you will get some instances where there are multiple copies of each mesh (for different passes I'm assuming).

    it can also do some nifty things like forcing a game into wireframe mode which I've found pretty educational.

    you can dl it here... http://www.deep-shadows.com/hax/3DRipperDX.htm... I wouldn't use it on any online game that has any kind of hacking protection though as it will probably set it off.
  • Neox
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    Neox godlike master sticky
    some UT3 levels have like 350k unique triangles in a level and 1.5-2 mio instanced tris, i gues thats quite a good indicator if you add the polygons of the characters running around
  • Michael Knubben
    Rube: oh, it does wireframes too? That actually sounds like a really nifty use for it. Thanks for the suggestion!
  • Psyk0
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    Psyk0 polycounter lvl 18
    Unreal 3 specs:

    "Typical environments contain 1000-5000 total renderable objects, including static meshes and skeletal meshes. For reasonable performance on current 3D cards, we aim to keep the number of visible objects in any given scene to 300-1000 visible objects. Our larger scenes typically peak at 500,000 to 1,500,000 rendered triangles."

    Source:
    http://www.unrealtechnology.com/technology.php

    I'm guessing other engines have their tech sheets available too :).
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