Naughty Dog Reveals Uncharted 2 Graphics Info

Naughty Dog reveals how many polygons are in each character and how many polygons a second the game moves at.

Read Full Story >>
The story is too old to be commented.
Troll_Police3386d ago

“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.

Darkeyes3386d ago

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

DarkTower8053386d ago

I don't know all this technical jargon, but what I do know is the graphics are kickass.

cyclindk3386d ago (Edited 3386d ago )

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):

thereapersson3386d ago

Let's see those Beyond3D dorks try to spin this one; or any other fanboy, for that matter.

Kain813386d ago (Edited 3386d ago )

Kratos in GOW3 has 25000 polygons
and Nathan from U1 has 30000 polygons it is possible

OrganicMachine3386d ago

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..

thor3386d ago

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).

thor3386d ago

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.

MGSR THE HD VERSION3386d ago (Edited 3386d ago )

80,000 huh.

with all do respect, they were 26,000 with weapons and equipment.

edit, can someone show better proof that they're not 26,000 triangles?

mynd3386d ago (Edited 3386d ago )

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.

7ero H3LL3386d ago

mass effect1's was 25,000 for the heavy armor equipment.

under "How many polygons are used per character?"

Kroganwrex3386d ago

Gow2 character models are 15k polys each AND the game has AA. Only possible on 360.

Marceles3386d ago

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.

SWORDF1SH3386d ago (Edited 3386d ago )

That picture looks like its from online play.

Try lookin at this picture instead.

For comparison sake, heres a screenshot from Uncharted 1.

WhittO3386d ago

Those are from Multiplayer, it shows in pics such as:


its especially amazing when you compare to Uncharted 1 (which still looked/looks amazing!)

Watkins3386d ago

It seems Crysis at High settings averages 2 milion polys as well.

Forum post, but sitll.

Angry Moth3386d ago

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.

Final_Rpg3386d ago

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.

Ravage273386d ago

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*

TheHater3386d ago

Did you finish Uncharted 1? The answer you seek lies in the ending of Uncharted 1. :)

ape0073386d ago

uncharted 2 will be amazing,gfx r unreal

please R* north please I want to be blown away by agent

Tewi-Inaba3385d ago

they made UC2 on the PC it will run just as well xD
maybe better.

Just saying please don't kill me ^_^'

Rourker3385d ago

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.

MNicholas3385d ago (Edited 3385d ago )

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.

MGSR THE HD VERSION3385d ago (Edited 3385d ago )

well Nathan is 26k, and uncharted's cut scenes were not realtime.

STONEY43385d ago (Edited 3385d ago )

"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.

GUNS N SWORDS3385d ago (Edited 3385d ago )

well, ghost busters had 31,000 polygons for characters.

"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."

DevastationEve3385d ago (Edited 3385d ago )

...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

MGSR THE HD VERSION3385d ago (Edited 3385d ago )

"well, ghost busters had 31,000 polygons for characters.

"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.

so 360 does have a couple games that have good polygon counts.

house3385d ago (Edited 3385d ago )

Naughty gods!!!

wait i thought the ps3 had a weak gpu..... guess not


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

MGSR THE HD VERSION3385d ago (Edited 3385d ago )

it is 26k,

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.

randomwiz3385d ago (Edited 3385d ago )

"Characters now have over 30,000 polygons"

I don't know which to believe... Playstation Official Magazine, or ND?
Either way:

Final_Rpg3385d ago

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.

_vx3385d ago (Edited 3385d ago )

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 ,,,

Lich1203385d ago

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.

7ero H3LL3385d ago (Edited 3385d ago )

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?

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.

MNicholas3384d ago

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.

+ Show (35) more repliesLast reply 3384d ago