By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Microsoft - [CONFIRMED] Marious (Ryse) Polygon Count Downgrade from 150K to 85K

Tagged games:

MB1025 said:

HMMM


Just saw this myself. Does this mean it will be 1080p afterall?

Anyway, I really don't know how people are even trying to turn this, of all games into an example of how X1 games are being visually downgraded. I mean it's Crytek guys.....they would downgrade just about everything else in the game before they sacrificed the quality of the graphics, and that's something I'm pretty sure you could bet your bottom dollar on



Around the Network

Crytek: Ryse Will Look Better On Xbox One Than It Did At E3


Well it's been a busy two days for Crytek and the media vultures hovering over Ryse after it was revealed that the game took some hits in scaling. Out to set the record straight, Crytek's general manager has come forward to denounce the new-found negativity circling Ryse, and let everyone know that the game will look a lot better in its final form than it did at E3.

Recently, some tweets went live from Cevat Yerli, the CEO of Crytek, where he mentioned that the character model for the lead protagonist was taking a hit in the polycount, going from an impressive 150,000 triangles down to 85,000 triangles, just a little under what the total polycount will be for the characters in the upcoming super-AAA title, Star Citizen, as reported by WCCF Tech.

While Ryse still has an impressive amount of polygons contained in a single character, trumping many other titles out there, the fact that the game would not look the way it did during the E3 demonstration earlier this year had a lot of gamers throwing up their arms in frustration.

However, according to Nick Button-Brown, the general manager of games for Crytek, there's no reason to give up so easily as the team is continually optimizing the game leading up to launch day, and according to Nick, the game will look and run better on the Xbox One than it did at E3, telling us...

"Yes everything we showed at E3 and Gamescom was on kits. From my point of view the development is coming along well and with the optimizations we have put in, I am pretty confident the final game will look better than what we showed at E3. I even had to open the cupboard to prove it to some guys from Guerilla who didn’t believe me. At the demo stations our kits were on top of the cupboard directly connected to the screens, so no way we could have done anything else other than run on kits.”

The part about running on kits is to help dispel the belief that many of the Xbox One titles were running on high-end PCs at E3, when it was discovered that a number of games crashed to Windows prompts or had Windows errors while running, from Dead Rising 3 and Battlefield 3 (which was running on AMD's 7990 “Malta”) to Lococycle.

However, according to Microsoft, a representative for the company claimed that the Nvidia GTX 780 machines were development kits. Of course, I have a hard time believing that a system running an AMD APU uses development kits that contain Intel CPU-powered machines with a high-end Nvidia GTX. That just makes no sense to me whatsoever and isn't usually how things are done. Heck, at least the Xbox 360 games running on PowerPCs at E3 2005 made sense given that it was using a similar architecture, as noted by Mac World.

Anyway, Nick didn't get into the nitty gritty details of the specs of the dev kits, but he surely wanted the air clear that it wasn't one of the high-end machines that a couple of people spotted on the showfloor at this year's E3 event.

I'm, of course, still skeptical about whether Ryse will rise to the occasion and perform better on the Xbox One than it did at its E3 showing, but we'll only be able to tell once the game and the console launches on November 22nd.

http://www.cinemablend.com/games/Crytek-Ryse-Look-Better-Xbox-One-Than-It-Did-E3-59478.html



Ryse Polygon Count Comparison with Other AAA Titles – Star Citizen, Crysis 3 and More

Polygon Count has been a pretty hot topic recently so we thought we would add more fuel to the fire and directly compare Poly Counts of different AAA titles with Ryse: Son of Rome.

Ryse Polygon Count in Comparison with Other AAA Titles

First we need to get some things in the clear. Polygon count is one the more easily confused stuff in the development world, sometimes even the devs themselves mix it up. Our games are made of Triangles and a Triangle also happens to be the smallest Polygon. So when developers say a game has, say 80 000 triangles. It could mean the game actually does have 80k polys or it could mean 40k polys. In some rare cases it might translate to 20k polys. However modern games don’t utilize voxels so its basically either the actual count or half. So a stated 80k triangle count can either be 80k or 40 k poly count. The half is a basic approximation, it varies in every model. For fairness’ sake we took Ryse’s triangles as they were.

Well you wouldn’t believe the lack of authenticated info on the internet regarding Poly Counts so we apologize in advance for the lack of comparable titles. Here it is Ryse Polygon Count Comparison (Keep in mind this is a mix of Console and PC titles):

So we see that even after the latest cull in Polygons by Crytek, Ryse: Son Of Rome still has the highest polygon counts in a main character then any game before it. Infact the only game with a higher polygon count in main character is Star Citizen, which is not yet released. Crysis 1 is widely regarded as the first Poly Heavy game had about 24k Polys in the main character and team mates. But the reason it was so intensive was the world, with the total exceeding 3 Million Polys!
Of course the law of diminishing returns applies here, a 3d object with 10 polys will look bad, 20 polys and 2x better, 30 polys and only 50% better. It goes on, every time we increase polys cost goes up and returns go down. How much is too much?

Ryse Polygon Count is at a pretty good standing even with the cull, the characters should look absolutely breathtaking in the game.

Of course Star Citizen is pretty much the PC Flagship for Polygons, infact when it comes to vehicles Star Citizen pretty much wipes the floor with its polys. We know the comparison is totally unfair so take it with a good sense of humor.

Thats right, The Star Citizen Cruiser rocks in at 7 Million Polygons, its got to be a record of some kind. Of course with Cry Engines Active Culling System, the actual polys being rendered at any given frame will be considerably less. I know its in my job description to be unbiased but ( even though i love consoles) PC will remain the Graphics King in terms of brute power, my honest opinion. Having said that, i dont know what i would do without my PS2.

http://wccftech.com/ryse-polygon-count-comparision-aaa-titles-crysis-star-citizen/



Seeing how that thread goes I see half replying to the thread are blind people. Ryse got a major downgrade showed very well by the screen shot. Anyone seeing this as an upgrade must be stoopid? Or maybe just trying to convince himself? Not sure but thats funny.

Ot: same goes for the forza screenshot, its an xbox flagship, it had to look good, I just cant believe someone is impress by the latest hd alps footage. If that impress you you probably have never seen much in your life. Cartoonish car, pre baked lighting...not that it look bad, it look fine but being impressed by this is just LOL.
Since E3 some games just look worst everytime they are shown...



RIP ps3, xbox360.

welcome home ps4 and X1

Yay for next gen! This enthusiastic comment meant for both X1 and PS4! What the fridge are we paying for? What defines next gen? Frame rates? We preorder and then hope that something changes from last gen. What are we getting?



Around the Network

Will have to see a video of this game to get a real look.



DonFerrari said:
Machiavellian said:
Do people really think that KZ developers did not have to downgrade the graphics from the Singleplayer to get mostly 60fps in the MP.

No on point. So from my understanding, Crytek decided that instead of going for the highest poly count for the main character which used various LOD to the ingame character you probably play, they decided to go probably with the ingame playing character at 85K with no LOD,. Its the same model no matter what you are watching. They stated they wanted to add more shadows and probably more effects that make the model look better than having the highest poly. Textures, lighting and shadows have a way better effect on a model then the amount of polys. What is always a problem in threads like this is people always think the highest number is the best in all situations when balance is a much better approach.

Its also seem obvious that each thread that contains anything MS related created by the OP, you can be sure is looking for negative spin on anything MS related.



Most people don't think more is always better, but your comparison is fail, how from 30 fps to 60 fps is a downgrade? The worst you could say is that they are doing a trade in, less effect for higher framerates...

In the case of OP, less polygon with possible better effects, will have to wait and see to confirm.

Its hard for me to see that most people at least on this site that always preach higher numbers as being the end of in any discussion.  As to the fail part, the fail is in your understanding.  How is not taking out something to achieve something else not a downgrade.  IF GG was able to keep all the effects they have in the singleplayer and maintain 60FPS in the MP then you can say its now a downgrade.  If they need to remove or sub something less intensive or drop any features its a downgrade in the graphics.  Notice I said Graphics because thats where the understanding part is required.



ethomaz said:

Machiavellian said:
Do people really think that KZ developers did not have to downgrade the graphics from the Singleplayer to get mostly 60fps in the MP.

If something happened then the SP updrage to a new level becasuse the MP targeting 60fps showed at Gamecom is better in graphics terms than SP showed at E3 @ 30fps.


I have to take your statements with a grain of salt.  You said that about Drive Club and when I saw the footage, I saw screen tear, muddly shadows and a few other graphical effects.



The power of the Cloud!

*cue CSI yeeaaaahhh sound*



Cubedramirez said:
The power of the Cloud!

*cue CSI yeeaaaahhh sound*


I understand this is the running joke but after see it a number of time when people know the game is not using any cloud tech just gets more annoying then anything else.