http://www.dualshockers.com/2013/06/23/the-dark-sorcerer-ps4-tech-demo-used-only-4-gb-of-gddr5-ram-1-million-polygons-just-for-the-set/
-Fucking unbelievable!! Dark sorcerer demo was done with early devkits. Only had 4 of the 8GB's available at the time.
-1 million polygons used for the scene and 67,000 polygons, 40 shaders, 150 megabytes of texture data, and 338 bones all were used on the goblin alone.
-Frames per second ranged between 30-90 and was not at all optimized.
-Running native 1080p, textures included
-volumetric lighting is completely dynamic between “movie” conditions and “studio” conditions. It can be switched at will within a single frame.
-No pre-rendering, post production, or video inserts.
-Represents the first iteration of QD's development cycle for ps4.
-Was using the same development pipeline as beyond on ps3
*edit* Ethomaz has just corrected the poly count it's actually: 700k polys for the goblin, 1 million polys for the sorcerer, 1 million polys for the devil and 1 million polys for the scene.