» 您尚未登录:请 登录 | 注册 | 标签 | 帮助 | 小黑屋 |


发新话题
打印

[新闻] 頑皮狗講及UNCHARTED 2的畫面技術, 每個人物多形邊多達八萬

7800这么强?


TOP

引用:
原帖由 yilaguan2k2 于 2009-10-11 14:02 发表


图形技术盲。
搞清楚什么是shader再来吧。
你和马来人造人较真干什么...



TOP

http://forum.beyond3d.com/showthread.php?t=43975

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 - 3,000â


TOP

引用:
原帖由 zhangjingy2008 于 2009-10-14 06:55 发表


抵抗烂?让UE3做出抵抗那种同屏人试试,多人支持60,UE3最后的升级都无法实现。
用UE3游戏增加只是代表引擎的使用率,跟技术过时没关系,UE3引擎技术过时是明摆的事情,靠美工还能混一段时间。
同样海域2做8W的 ...
多边形?建议你看看那个完整的贴,似乎dr和lp的多边形比较多

TOP

[posted by wap]

200万和400万哪个大?

TOP

[posted by wap]

楼上误会了,看的是多边形不是贴图

TOP

发新话题
     
官方公众号及微博