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Next-Gen Game Art Poly budgets/tri counts | PencilGym.com

found this the other day, thought i put it here for “safe keeping” and my own reference..
i’m guessing this is somewhat the average poly budget we get when we work on any next-gen game..
key to note is that part about it being mostly dictated by what the game is planning to have on-screen at any one time.

below discusses tri-count:

From UDN: ______________________________________________

Typical Content Specifications

Here are the guidelines we’re using in building content for our next Unreal Engine 3 based game.


For every major character and static mesh asset, we build two versions of the geometry: a renderable mesh with unique UV coordinates, and a detail mesh containing only geometry. We run the two meshes through the Unreal Engine 3 preprocessing tool and generate a high-res normal map for the renderable mesh, based on analyzing all of the geometry in the detail mesh.

* Renderable Mesh: We build renderable meshes with 3,000-12,000 triangles, based on the expectation of 5-20 visible characters in a game scene.
* Detail Mesh: We build 1-8 million triangle detail meshes for typical characters. This is quite sufficient for generating 1-2 normal maps of resolution 2048×2048 per character.
* Bones: The highest LOD version of our characters typically have 100-200 bones, and include articulated faces, hands, and fingers.

Normal Maps & Texture maps

We are authoring most character and world normal maps and texture maps at 2048×2048 resolution. We feel this is a good target for games running on mid-range PC’s in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC’s up to 4X, depending on texture count and scene complexity. Environments
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. Lights

There are no hardcoded limits on light counts, but for performance we try to limit the number of large-radius lights affecting large scenes to 2-5, as each light/object interaction pair is costly due to the engine’s high-precision per-pixel lighting and shadowing pipeline. Low-radius lights used for highlights and detail lighting on specific objects are significantly less costly than lights affecting the full scene.

and below here i believe they’re talking in polys:

Polygons counts for some of the Half-Life 2 characters:

* Soldiers: 4682
* Police: 3852
* Resistance: 4976
* Zombie: 4290
* Helicopter: 6415
* Strider: 6444
* Alyx: 8323

There are no fixed rules in determining how many polygons you use in your model, or how much texture resolution you’ll use in your materials. There are upper limits of engine capability, (10,000 polygons/model, 17,433 vertices and 2048 texture size) but these aren’t usually going to be what you’re shooting for. You’ll need to consider how many of the character, vehicle, or prop you’re making will be on screen. If you’d like dozens of them on screen at any given time, you’ll have a different budget than if you’d only like to see one of them ever on screen at a time. With humanoid characters, especially for multiplayer use, you shouldn’t need to go over 4000 polygons to get a character that has enough detail to accurately describe the form, bend properly at the joints, and have enough edges to light properly. Of course you can have more than that, but with normal mapping, and high res textures, you shouldn’t really need to.

read on for more over at CGTalk.com =)

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2 Responses to “Next-Gen Game Art Poly budgets”

  1. 1
    mochigmr Says:

    great stuff again!!

    but imo, with the latest fad with “facebook gaming” and “mobile gaming” like on the iOS and Android, these specs here are all instantly redundant.

  2. 2
    Sam Says:

    @ mochigmr

    nah, give mobile gaming a couple years tops, it would be able to put out some pretty dope shit too..
    like recently Epic’s Unreal 3 engine demo for the ipod was… epic. lol…does everything you could want in a game, on the go.

    also facebook gaming, Unity’s new engine 3 also is taking leaps..have you heard of the facebook unity game called Interstellar Marines? check it out if you can, it’s freaking sick for a web browser game.. ;)

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