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Mazty said:
zarx said:

as I said Tesselation is much more flexable and often a far better answer than just having super complex models. It's more the technological "cool factor" that makes me want to see a native million+ poly character model in an actual game rather than a practical need for that level of detail.

As for your examples I would say the preditor is probably in the reigon of 30-50k polys and the Alien is around 200k, at a guess.

Tbh I think within 2 years/true next gen games (on pc maxed out) you'll start seeing 500k poly models. The fact that the high end gpus just laugh 1080p resolutions off and have to hop into a triple screen environment to start breaking a sweat is promising that the power for high poly models is out there - we just need the game that'll make these cards hit their limits. 

I'm a bit more stoked about what will be done with the volume of particles seen in the elemental demo. Even the lamest kiddy spell game could look mind-blowing if done right. 

Honestly there is not much point going over say 200k polys (And honestly 100k is more than enough for actual gameplay combined with great texture/shader work) on a charater model until higher DPI screens become standard.


 I always liked APEX turbulence, pitty that it's limited to Nvidia GPUs tho, I kinda wish that Epic hadn't intergrated PhysX and APEX stuff so tightly into UE4. As if AMD needed another nail in their coffin. Tho I guess this may mean we actually get to see some of the tech i actual games in the future.

A 3 year old demo of the tech with 500k particles



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