
Нашел отличную статистику по количествам полигонов в различных играх. Переводить не стал — вроде везде проф термины понятные, если нет кричите в комментах :-)
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 — 1024×1024 textures on the bodies and 512×512 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 — 3,000–4,000 polygons
Axel Impact/DTRacer, PS2, 2003/2005
Cars — Base mesh ~12,000 polygons (max LOD)
Volume Shadow mesh — 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count)
Stages — ~200k polygons
Canned Boss Game Studios game, Xbox, 2002
Cars — 25000 polygons (highest LOD) — 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map)
Backgrounds — 2 or in some cases 3 textures/poly
Peak number of polygons per second — 30M polygons**
Half-Life, PC, 1998
Zombie — 844 polygons
High Definition pack Zombie- 1700 polygons
Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie — 1649 polygons
Half-Life, PS2, 2001
Zombie — 2822 (Highest LOD)
Uncharted: Drake’s Fortune, PS3, 2007
Main characters — ~20,000-30,000 polygons
Drake — ~30,000 polygons
Pirates — ~12,000-15,000 polygons
Crysis, PC, 2007
Nano-suit character — 67,000 polygons (uncertain whether it’s an in-game model or not)*
Characters’ heads — ~2500-3000 polygons
Characters’ bodies — ~5000 polygons
* В игрушке может быть более урезанная версия
** Здесь может быть не точность — либо это модели задействованные в игрушке либо высоколигональные их версии.





О_о моя в шоке…
Все больше и больше убеждаюсь, что сделать хорошую игру нереально трудно и долго. Чет сцыкатно делать игры…
Ни сцать :-)
вчера экспорт/импорт моделей прошел успешно!
Теперь дело времени и упорного труда!
Да, эволюция у машин, программ и игр включительно несется как сумасшедшая. Попробуй успей за прогрессом.