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Re: Crysis scene polycount
[Re: Ganderoleg]
#340656
09/06/10 11:22
09/06/10 11:22
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Expert
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Posts: 3,023
The Netherlands
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Yes, this is totally possible From what I understood when talking to the Lead environment artist here at Guerrilla Games, we also render around this (somewhere between 1 and 3 million Tri's) per frame. The trick though is, pc's nowadays can handle this amount, but adding textures and all these kind of shaders and shadowmaps, that's what makes it slow down to a halt. basically you'll have to make a very good manager for this, and it's possible regards,
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Re: Crysis scene polycount
[Re: Ganderoleg]
#340660
09/06/10 12:03
09/06/10 12:03
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Joined: Jan 2004
Posts: 3,023 The Netherlands
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Incredible, I never really looked up the new game scene polycounts, & this game is from 2007 so it's not really that new, but this is amazing.
..so that's why some of the newer games have sort of low-quality textures here & there. Dark Messiah of Might & Magic has a very nice design but very poor texture quality. Well, no, dont get me wrong, not every engine is capable of this. Dark messiah is based on valve's Source engine, which is also slowly growing more out-dated (there are some games that extend the engine, like L4D and Team Fortress, but those are completely different cases :P). But mainly, engines (the top ones out there, Unreal, Crytek etc etc) don't really have a "limit" on their Triangle rendering. regards,
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Re: Crysis scene polycount
[Re: Helghast]
#340663
09/06/10 12:47
09/06/10 12:47
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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actual crysis model polycounts is something like teammates 22-24k korean soldiers 12-16k polys
also from what i remember from the course Tris stands for total level polygon count without LODs.(if it does not change when you move the camera, it's probably what i say it is. but i do not remember perfectly.)
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Re: Crysis scene polycount
[Re: Quad]
#341009
09/09/10 16:15
09/09/10 16:15
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Joined: Jul 2004
Posts: 1,924 Finland
Ambassador
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Finland
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Hm, I wonder how they count the triangles rendered, since they could as well count the triangles which are rendered in shadow map passes, which would increase the amount of triangles rendererd per frame a lot. Like if your scene contains about 1000K tris, if you are rendering two shadow maps, the tris rendered could as well jump up to 1400K.
That being said, its completely possible to render a ton of triangles. Modern GPUs can process a load of vertexes in a very short time. The thing that matters is the pixel calculation complexity. Calculating lighting and several other effects are often done with textures (image space) nowadays which puts much more strain on pixel processing stage.
Last edited by Ambassador; 09/09/10 16:16.
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Re: Crysis scene polycount
[Re: Ambassador]
#341021
09/09/10 17:49
09/09/10 17:49
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
Joined: Nov 2004
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Hm, I wonder how they count the triangles rendered, since they could as well count the triangles which are rendered in shadow map passes... I think this is the reason for this polycount. I saw this in several engines that their statistic tools displayed me way more tris than I put into the level. Probably these came from the shadow generation process, maybe also from creating depth maps, I am just guessing. But a fact is, that they generate additional tris and not just a few.
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