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Forums - Microsoft Discussion - Alan Wake Official "touched up screens" statements and other FAQ

Carl2291 said:
jneul said:
BigVern said:
Carl2291 said:
Comparisons seem to be the big thing in this thread, so...

Polygon count for Alan Wake -
"10k-20k Triangles"

Uncharted 2: Nathan Drake -
"80k Polygons"
Uncharted 2: Every other character -
"30k Polygons"

Not sure if that matters much in the graphics department, but there is a pretty big difference.

 

According to the lead character modeller, Drake only renders between 2500 and 37,000

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

He tried proving me wrong with Uncharted... Drakes Fortune information?

Next time, i need to remember to fully read stuff people send me

sorry i was backing you up lol i was having a go at the poster BigVern



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jneul said:
Carl2291 said:
jneul said:
BigVern said:
Carl2291 said:
Comparisons seem to be the big thing in this thread, so...

Polygon count for Alan Wake -
"10k-20k Triangles"

Uncharted 2: Nathan Drake -
"80k Polygons"
Uncharted 2: Every other character -
"30k Polygons"

Not sure if that matters much in the graphics department, but there is a pretty big difference.

 

According to the lead character modeller, Drake only renders between 2500 and 37,000

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

He tried proving me wrong with Uncharted... Drakes Fortune information?

Next time, i need to remember to fully read stuff people send me

sorry i was backing you up lol i was having a go at the poster BigVern

Yeaah i know lol. Thanks

I just never actually fully read the thread he linked.



                            

CGI-Quality said:
Carl2291 said:
jneul said:
BigVern said:
Carl2291 said:
Comparisons seem to be the big thing in this thread, so...

Polygon count for Alan Wake -
"10k-20k Triangles"

Uncharted 2: Nathan Drake -
"80k Polygons"
Uncharted 2: Every other character -
"30k Polygons"

Not sure if that matters much in the graphics department, but there is a pretty big difference.

 

According to the lead character modeller, Drake only renders between 2500 and 37,000

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

He tried proving me wrong with Uncharted... Drakes Fortune information?

Next time, i need to remember to fully read stuff people send me

I did

still BigVern was wrong since he was obviously using the poly counts from uncharted 1 and not 2.



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

jneul said:

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

Uh, actaully that thread is just a general poly-count thread for all games.

Did you even read what he said?

Some Uncharted 2 lovin'

http://www.zbrushcentral.com/showthr...5&page=1&pp=15


Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:


the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..

our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..

if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..

Want to explain to me how those figures are for Uncharted 1 when he references multiplayer and Chloe which didn't show up until Uncharted 2?

 



BigVern said:
jneul said:

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

Uh, actaully that thread is just a general poly-count thread for all games.

Did you even read what he said?

Some Uncharted 2 lovin'

http://www.zbrushcentral.com/showthr...5&page=1&pp=15


Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:


the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..

our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..

if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..

Want to explain to me how those figures are for Uncharted 1 when he references multiplayer and Chloe which didn't show up until Uncharted 2?

 

yes but as seen as uncharted 2 is the newest edition I think it is fairer to use that amount instead

Edit: I think you have misinterpreted this information, seriously and if he is referencing multiplayer you do know they reduced the poly count for the multiplayer right??



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

Around the Network
BigVern said:
jneul said:

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

Uh, actaully that thread is just a general poly-count thread for all games.

Did you even read what he said?

Some Uncharted 2 lovin'

http://www.zbrushcentral.com/showthr...5&page=1&pp=15


Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:


the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..

our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..

if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..

Want to explain to me how those figures are for Uncharted 1 when he references multiplayer and Chloe which didn't show up until Uncharted 2?

“Our characters they typically have eighty thousand polygons in you know, one character, like the main character. In total- what we try to push through to the graphics chip at one point two million triangles that we try to draw every frame. We do a lot using the cell processor.”

Words of the LEAD PROGRAMMER, from a video on the Uncharted 2 disc.

And from your own link -
"Drake's hair is around 4k tri's.. chloe's is around the same"

It's likely the 2500 poly's is Elena's hair or something.



                            

NightAntilli said:

@Dahuman: *Sigh* I'll say it again. You can not say UC is more technically advanced than Alan Wake because their focus lies elsewhere. UC is linear corridor shooter with scripted events, extremely linear paths, and very bright artistic design for visual appeal. AW is a bit more open world, is much darker, focuses on atmosphere and mood, and uses LOTS of lights and shadows everywhere in dark environments for visual appeal. The lighting in AW is more advanced than any console game out there (don't gimme that KZ2 lighting crap with their pre-calculated light mapping), KZ2 probably has the best particle effects (smoke and the like) and UC2 probably has the best animations etc. There's no such thing as a game that's technically better than any other game on every front.

As for your video, it compares two things in exactly the same game.. You can not do that for games that have different goals and aspects. Don't throw "technical" words on me to appear smart. Won't work.

Now can we drop this?

Uh, I don't even have KZ2 on my list as anywhere being impressive so I don't know where you got that from, I'm mainly a PC gamer and I don't think the KZ2 engine is impressive in anyway, it's not about systems or exclusives for me, it's about what the engine is able to do, UC2 runs on Naughty Dog Engine 2.0 with Havok on the side, so it's a multipurpose engine not limited to shooters whereas AW's engine is literally called "Alan Wake Engine" +Havok on the side, on top of that, UC2 isn't as corridor as you might think, the draw distance in that game is actually much further than the 1.2-1.3 mile distance in AW. You can check here- http://forum.alanwake.com/showthread.php?t=1216

The open world aspect of AW has been dropped ever since they canned the PC version, so it's not as open world as you might think anymore. Again, this doesn't mean that AW won't be as good of a game as UC2, I'm just comparing the engine themselves based on what I've seen in UC2 and from the AW forum+some AW preview videos based on how much optimization they were able to do on the console hardwares they are running on.

Are we even on the same topic?



Carl2291 said:
BigVern said:
jneul said:

read that thread again that was for uncharted 1, and you even got the first number wrong, just to show how owned you got a full mesh model of drake here from uncharted 1

Uh, actaully that thread is just a general poly-count thread for all games.

Did you even read what he said?

Some Uncharted 2 lovin'

http://www.zbrushcentral.com/showthr...5&page=1&pp=15


Edit: and some relatively exact poly counts from Rich Diamant, lead character artist:


the wigs ranged a bit dependent on the character.. Drake's hair is around 4k tri's.. chloe's is around the same..

our lod's were originally hand modeled.. it was annoying.. we then went with an automatic PM solution which is what you see in game.. Drake however never gets LOD.. except for multiplayer.. but single player is the high resolution model the whole time.. same model that is in the cinematics.

the models ranged a bit as well.. drake was around 37k .. chloe was at 45k at her highest... each level of LOD was cut in half with 3 different levels. lowest being around 2500 poly's..

if any of you guys will be at GDC i'm doing a talk which will cover a lot of that..
sometimes I would texture the high poly before going onto the low poly.. however, this time around I tried a slightly different approach of sampling first, then texturing the low poly.. it works pretty well.. however, it makes it harder when big changes happen or when you need to show off the work.. I think next time around I will stick with doing everything on the high and transferring to the low..

Want to explain to me how those figures are for Uncharted 1 when he references multiplayer and Chloe which didn't show up until Uncharted 2?

“Our characters they typically have eighty thousand polygons in you know, one character, like the main character. In total- what we try to push through to the graphics chip at one point two million triangles that we try to draw every frame. We do a lot using the cell processor.”

Words of the LEAD PROGRAMMER, from a video on the Uncharted 2 disc.

And from your own link -
"Drake's hair is around 4k tri's.. chloe's is around the same"

It's likely the 2500 poly's is Elena's hair or something.

I think we should ignore him, he just posted a blurry picture of uncharted vs alan wake in the other thread, he is cleary wanting to start a war...



it's the future of handheld

PS VITA = LIFE

The official Vita thread http://gamrconnect.vgchartz.com/thread.php?id=130023&page=1

Nice to know that AW only has 10k-20k triangles for his model, I always thought that the character models in AW looked dated, but some people on these forums would claim that AW's models were better than U2's models.

It's all about the lighting, their method definitely sounds like something new and different. I doubt that Alan Wake can have as many light sources as Killzone 2, inFamous, or some other games that use dynamic rendering, but it's how the light sources interact with objects and create shadows that will determine how great AW looks.



Currently playing: Uncharted: Drake's Fortune, NBA2k11, Metal Gear Solid, Picross 3d

Regarding Uncharted 2 tech look here:
http://www.gametrailers.com/video/behind-the-uncharted-2/58527



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