| Staude said: I've seen multiple threads that summerises how many polygons are in various games including crysis. Originally I thought they were 60 k but that was aparently only the ones from the intro. If you look around you can also find videos and screens where they show off the added detail via normal maps. I'm not gonna look for it now because last I did I couldn't find it, and I don't really have the time to either.
Most people don't want to have change of day. For instance, I work on a total conversion mod for a game engine from 2001. Even that old one has a dynamic time of day that can be set instantly and changed in realtime with no slowdown. The reason it's not used in many games is probably because they need it to be this time a day or this time aday to portray the game the way they want it to be portrayed. Graphical talk like this IS subjective, if nothing else then simply because people have different ways of achieving the same results and because we don't have detailed engine structure for every single game to compare them completely objectively.
However, in the aspects of polygons vs so many other things, we can look at what the various things push, how they do it and draw a conclusion based partially on our own subjective opinion and partially on the objective data that we have, filling in the missing pieces with subjective opinion. |
Unless the threads you've seen had the game developers participating, they couldn't have been accurate. But if you do find those videos or screens I would love to have a look at them.
I'm not holding it against games that do not have a dynamic change of day feature, but it's definitely a plus for Crysis and it clearly shows the game's complex lightning. For example, in early dawn and late dusk the sky is red due to scattering and refraction, and all of the cast shadows are realistic and long. At noon, on the other hand, sun is directly overhead and sky is bright blue. These changes of sky color are also perfectly reflected in the ocean.
There may be some subjectivity in our discussion but if we don't speculate things we don't really know (like polygon count), subjectivity is at minimum.
PS. I just ran a GPU benchmark, and the average polygon/frame count is about 2 million.








