Naughty Dog reveals how many polygons are in each character and how many polygons a second the game moves at.
I say, "Let Sony's Games speak for themselves" Eat it Haters!
“Our characters they typically have eighty thousand polygons in you know, one character, like the main character. In total- what we try to push through to the graphics chip at one point two million triangles that we try to draw every frame. We do a lot using the cell processor.” Only possible on the PS3.
Article-"Even more impressive, just using the graphics card, Naughty Dog was able to pump out two million triangles in every frame." This is for all those saying PS3 has a WEAK GPU... SUCK IT
I don't know all this technical jargon, but what I do know is the graphics are kickass.
80,000 sounds like kind of a lot... typo maybe (even though it's in the article too)? Perhaps 8,000? It LOOKS like it could be 80,000, but I've never heard of so many in a single character (not usually anyway). I guess it's feasible considering the poly numbers in the first game (looked it up): http://forum.beyond3d.com/s...
Let's see those Beyond3D dorks try to spin this one; or any other fanboy, for that matter.
Kratos in GOW3 has 25000 polygons and Nathan from U1 has 30000 polygons it is possible
that is a lot, that's close to an CGI 3D models... well I think and I bet they only used it on special characters, like Drake, Elena, Cloe and all the stars.. the generic soldiers I bet only have about less than half of that number, probably 20,000 polys. and pushing two million triangles? well that's like 1,000,000,000 polys on screen coz 1 polygon has 2 triangles in it ( I do 3D modeling) that's a lot of polygons on screen. welll I think they just need to save data more on parallax map textures and less on polygons so they could run games @ 1080p 60fps vsynced.. here's hoping..
Yeah actually 80,000 seems right. You'd be surprised at how many there actually are even on a model that looks low-poly. They probably use fewer polys at distance though (no point drawing 80,000 polygons when you're only filling up 10,000 pixels).
A triangle's a triangle. The way they'll draw them is using triangle strips or whatever - they won't all be joined into quadrilaterals. CGI 3D models will use a technique called subsurf - dividing each polygon numerous times smoothly to round off any sharp edges. So they will actually have millions of polygons.
80,000 huh. http://i38.tinypic.com/2418... with all do respect, they were 26,000 with weapons and equipment. http://i34.tinypic.com/166b... edit, can someone show better proof that they're not 26,000 triangles?
80,000? Hmm, I could see 8,000, thats a very hi res character but 80,000? Love to hear the words myself. Instead of the examiners take. Actually thinking about it, culled with edgeGeom, that would be about right, somewhere in the 30-40k region.
mass effect1's was 25,000 for the heavy armor equipment. under "How many polygons are used per character?" http://mefaq.sendu.me.uk/FA...
Gow2 character models are 15k polys each AND the game has AA. Only possible on 360.
Yeah CG artists usually don't subdivide until the 3D model is full finished. You need one hell of a computer to actually handle the subdivisions too. Maybe after 50,000 triangles the computer will start to chug when you try to rotate the model.
That picture looks like its from online play. Try lookin at this picture instead. http://uk.ps3.ign.com/dor/o... For comparison sake, heres a screenshot from Uncharted 1. http://uk.ps3.ign.com/dor/o...
Those are from Multiplayer, it shows in pics such as: http://uk.gamespot.com/ps3/... or http://uk.gamespot.com/ps3/... its especially amazing when you compare to Uncharted 1 (which still looked/looks amazing!) http://uk.gamespot.com/ps3/...
It seems Crysis at High settings averages 2 milion polys as well. http://www.gamespot.com/pc/... Forum post, but sitll.
80 000 seems a little ridiculous when you consider than sony santa monica were bragging about kratos having 20 000 poligons, and drake only had 30 000 in the first game.
wth?! Why and how does Drake still have that ring around his neck? Unless I'm mistaken and he got another one, didn't he leave the inherited ring behind with the corpse of his ancestor Drake after discovering that he never found the treasure or something like that? I don't remember him ever going back to get it:S maybe they explain it in the second one if they do then don't spoil it for me, just tell me it's explained in the sequel.
I'm pretty sure it was a typo. Even Crysis has around 10,000, yet somehow still has smoother looking models. http://www6.incrysis.com/sc... http://img.photobucket.com/... http://www6.incrysis.com/sc... http://i6.photobucket.com/a... http://pcmedia.ign.com/pc/i... http://img10.imageshack.us/...
Just got my copy of Uncharted2,but i had to fight for it(which is kind of ridiculous since i preordered it weeks ago). Pretty sweet deal too, it actually came with a code for the LBP dynamic theme and of course, the golden guns. *Dash towards PS3*
Did you finish Uncharted 1? The answer you seek lies in the ending of Uncharted 1. :)
uncharted 2 will be amazing,gfx r unreal please R* north please I want to be blown away by agent
they made UC2 on the PC it will run just as well xD maybe better. Just saying please don't kill me ^_^'
The reason Crysis's models look so smooth is because they use very high resolution normal maps on the models, pretty much, they render a very high resolution model and render out the normals, which is basically how the light hits the model stuff like that, similar to a bump map. and then using the normal map which is essentially a texture they apply it to a lower resolution model of the same character, and then the light reflects off it just as it would on the higher res model. if you put the 2 models side by side you would not be able to tell the difference, yet one is 2 million polys and the other is 15,000. This is however difficult on a console because of the limited RAM, since the normal maps are used pretty much the same as textures. that is why consoles have to pump out more polygons to make up for what they lack in the texture department. This is also why PC games usualy look better than the PC.
is pretty incredible, not just in terms of polygons, but also dynamic lighting, shaders, textures, shadows, animation, draw-distance, post-processing effects, etc... They claim that the engine can be used for other types of games. It would be interesting to see what it can do say, as an FPS, racing game, or even a flight sim. Maybe we'll get to see when they release Jak and Daxter for PS3.
well Nathan is 26k, and uncharted's cut scenes were not realtime. http://www.psu.com/PSU-talk...
"well Nathan is 26k, and uncharted's cut scenes were not realtime." It doesn't matter if it looks the same as in-game. I had the game, and I can tell you that the in-game and cutscense graphics in the first Uncharted looked EXACTLY the same. They only prerendered it to so there wouldn't be a loading time, and it was also rendered in-engine.
well, ghost busters had 31,000 polygons for characters. http://www.cgw.com/Publicat... "Each ghostbuster, includin Ray Stanz (Dan Aykroyd), is built with approximately 31,000 triangles to resemble the real-life actor who assumed that movie role. at left is the wireframe view of the Stantz game character, and right shows the viewport render of the character."
...2 million triangles every frame? That's all? RSX is weaker than I thought! Tomb Raider AoD put out about as much back in 2003! 2mil/f x 60fps = 120mil triangles/sec Xbox 360 Xenos GPU = 1.5bil vertices or 500mil triangles/sec = ~8.3mil/f @ 60fps PS3 RSX GPU = 1bil vertices or 333mil triangles/sec = ~5.5mil/f @ 60fps
"well, ghost busters had 31,000 polygons for characters. http://www.cgw.com/Publicat... "Each ghostbuster, includin Ray Stanz (Dan Aykroyd), is built with approximately 31,000 triangles to resemble the real-life actor who assumed that movie role. at left is the wireframe view of the Stantz game character, and right shows the viewport render of the character."" well there you have it, Nathan being 26k, commander shepard being 25k, and with Dan Aykroyd being 31k. http://i34.tinypic.com/166b... http://mefaq.sendu.me.uk/FA... http://www.cgw.com/Publicat... so 360 does have a couple games that have good polygon counts.
Naughty gods!!! wait i thought the ps3 had a weak gpu..... guess not @mgsr why are you using m.p screen shots? you do know the game its self looks different than the m.p right? or are you trying to bash the game I'm really asking here
it is 26k, http://i34.tinypic.com/2qxy... what you think 26 is a bad number? and no that's the exact model used in the game. I'm just posting facts here.
http://4.bp.blogspot.com/_C... "Characters now have over 30,000 polygons" I don't know which to believe... Playstation Official Magazine, or ND? Either way:
ahhhh! I went and watched the ending again on youtube. I completely forgot about that bit... haahaha. I've beaten the game at least 5 times I just always skip the ending cutscene-.-. Thanks for clearing that up for me.
hahaha itz really funny seeing you whining about UC2, sorry you dont work for ND and they say itz 80k so itz 80k not 26k :D lol,, and that 80k will never be on your RROD SYS,, sorry next one hopefully ,,,
It's not only possible on the PS3. Just saying, the ps3 is easily out performed by most computers. That's not a knock, but it's true. There is nothing magical about the cell. Just a new architecture that has it's benefits and it's pitfalls. That being said, yes, UC2 looks very nice and I can't wait to pick up my copy. Also as a point of reference, one gun in Unreal 3 (the one being used by the player) has about 10k polys.
i don't see how Official PlayStation magazine would be wrong, and besides what would be the point in making it 80,000 for characters? http://i34.tinypic.com/2qxy... http://i37.tinypic.com/2e15... it's the same character number figures as before. what everyone is looking at is texture differences, and it would be hard to disprove cause uncharted 1's characters were smooth as it was.
Nothing else is close at the moment. Perhaps Killzone 3 will give it a run for it's money. Indeed, until Uncharted 2 came out, Killzone 2 was the only game to exceed the technical acheivements of the original Uncharted. Nothing else is remotely close.
Good job, naughty dog!
A third thing involving Heaven!
if you check my subs you will find the actual video + all the others.
how many CRYSIS have?
60000-65000 Polygons on main Characters
Do you know what are polygons and what are they used for? Uncharted 1 didn't have 30000 it had approx 5k. Crysis has 8k poly on each. Game requiring better animation need more polygons and for texture depth. The only game which is going to have the best animations is God of War 3. Not dantes inferno or Uncharted 2. If u want to know a game which has the highest no.of polys on screen with the best animations is Killzone 2!
AS I wrote a few posts up before I read this, according to http://www.gamespot.com/pc/... Crysis averages 2 milion polys per frame at High settings.
"Crysis Nano-suit character - 67,000 polygons Characters' heads - ~2500-3000 polygons Characters' bodies - ~5000 polygons"
stop getting too excited, what they're doing is that they're stressing the PS3 hardware, I bet that 2 million triangles where just a bunch of boxes randomly put around 1 frame until the game engine and the hardware started slowing down.
Onimusha for ps2 used 10,000 polygons per character and I don't believe it looks ever close to uncharted 1 so capcom lied they must have used only 1,000 polygon on onimusha cuz uncharted 2 looks 100 times better than onimusha ever did. Look at the article http://www.examiner.com/exa... Samanoske or any of the characters were no where close to 10,000 polygons if uncharted was really only using 80,000 polygons per character.
ballz total power of the PS2 was to carry out 10000 polygons! Samanoksi had some 800-1000 poly tri surfaces!
You can make a box with 250k polygons that'll still be a box. It's all about polygon optimization. The actual amount doesn't matter for anything other than framerate and to show off how much the hardware can push :p In other words uncharted 2 models, 80k polygons very detailed, very visible details. That other game you mentioned could very well have 10k models but inefficiently built. In other words they could have the high polygon amount while it looked bad :p
http://www.examiner.com/exa... Can I say bullisht onimusha only used 1000 polygons per character.
You guys play graphic too much. Play games once in a while. :D. 80% still game on sdtv or vizio but graphic is so imp ??? Play Demon's souls !!
This IS an article on graphics... If this were an article about the game in general, then such a comment might be valid. And if no one cared about graphics, you wouldn't be getting any games with better graphics, so, you're welcome.
I would play demons souls if it was in stock anywhere
you wouldn't be "stock" if you could read ....and write
So having 80,000 polygons on one single character is possible.
"Naughty Dog was able to pump out two million triangles in every frame." What he actually said "graphics chip at one point two million triangles that we try to draw every frame." 1.2 vs 2 million, they just contradicted their own article. Soooo which one is correct?
there are more polygons on Nathan drake then in the whole halo 3
I think it means "two million triangles that we try to draw every frame at one point"
eat that bots if we put that amount of polygons in the 3fixme i can assure you it will burn
HAHAHAHAH I have Uncharted 2!! It looks so great....unfortunately since my brother is the one who bought he gets first dibs while i wait here. No multiplayer available yet.
The Power of The Cell + The Power of The Devs = Awesomeness!
... That gpu is actually almost the same that could be find on 7800GTX and because of that thers no proper AA or AF.... I would like to se Uncharted on 1920x1080 with 8xAA and 16xAF, that would be a sight for my sore eyes... still i cant stop playing Multiplayer demo :D 3 more days....