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Forums - Sony - The Order: 1886 over 100k polygons for main characters

Aerys said:
vivster said:
ICStats said:
vivster said:
So that's where the polygons from the environment went.
But it's a good choice since most of the camera space will be filled by the characters.

I don't recall exactly, but the PS4 must be able to set up  billion triangles per second, so doubt that 100k poly characters are taking a ton away from the environment.

Edit: Oh yeah, PS4 can set up max of 1.6 billion triangles/second (well without doing anything complex anyway).

You said it. If the trailer is any indication, the environments suffered. Maybe not exclusively for the character models but you can clearly see where the effort of the developers went.

The characters do look great though and to deliver a mostly human based drama this was the right choice.

How do you know they suffered ? Did you see the final build ?
i dont know how you can judge the environments (at least) 8months before the release. Just look at Driveclub, how it was bad and became the most impressive game, or Infamous, back in august, some building had no textures, the game was a total mess and now it's just one of the most impressive open world ever made.

See bolded.



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150k polys against 80k polys:



We are reaching an amount of polys where you can't really find out the differences. Devs better put them into the environment.



Their armor was much better with 150k polys


vivster : still, you should know that's too early to judge the environments on a trailer, they worked first on the character, the environments will come next :)



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 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m

 

But will the game be fun.



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m0ney said:
But will the game be fun.

this is the million dollar question, it does look fun though.



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100k polygons are very impressive and you definitely see that. What makes it even more impressive is that cinematic graphics = gameplay graphics, and this also enables these smooth transitions between cinematics and gameplay.

Those 85k from the main character in Ryse are from cinematics which are pre-rendered. And during gameplay that number is surely not that high. Does anybody actually know what the number of polygons during gameplay is? Just curious.



REmake for Nintendo GC had 25k poly characters. so its not really a big leap



25k polys with pre renders background vs 100k polys at this technical level is a huge leap



Predictions for end of 2014 HW sales:

 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m

 

EEJLND said:
100k polygons are very impressive and you definitely see that. What makes it even more impressive is that cinematic graphics = gameplay graphics, and this also enables these smooth transitions between cinematics and gameplay.

Those 85k from the main character in Ryse are from cinematics which are pre-rendered. And during gameplay that number is surely not that high. Does anybody actually know what the number of polygons during gameplay is? Just curious.


I think it was in-engine as they said with the order.



supernihilist said:
REmake for Nintendo GC had 25k poly characters. so its not really a big leap


You're kidding, right?

REmake had most of its polygons budget on characters alone, since most other parts of the game were pre-rendered images... The Order is made entirely of polygonal graphics. ¬_¬