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Forums - Gaming - Mario Kart 8 grafix

@Kane1389

Have you even read what I wrote, I guess you did not with this reply you made...

Those screenshots are from Cinematics that are running on a seperate engine and not an in-game engine otherwise CGI cinematics would have been also in-game by your own definition.TLoU and GOW3 use specific rendering engine for non in-game cutscenes/cinematics like Yakuza and Devil May Cry games which have own rendering engine for cutscenes and I am not talking about CGI.

There is a noticeable difference between in-game and cutscene models, I have played TLoU and GOW3 yet you ignore that fact that I stated in comment that you have replied.

Because a game has a cartoonish art style and look does not mean that it is less demanding as Pemalite stated before in other thread that cartoonish is as demanding as "realistic" art style and in some cases even more and all depends on visual complexity also can you explain my why there can not be impressive 3D details in a game that has/uses cartoonish artstyle/visuals? What about Okami? 3D Street Fighter games? Super Mario 64? Jax & Daxter? Borderlands series? ETC... There are probably countless games that were impressive for its time and are in some way to this very day also "realistic" looking games do not age as well as "cartoonish"games or as you call them "cartooney"...

Mario's model in Mario Kart 8 is not "basically a Wii model with higher resolution" as you claim, that is like saying that PlayStation 3 model of Kratos is just a PlayStation 2 model with higher resolution textures and nothing more or less... You are being ignorant, Wii model of Mario has 6000 polygons and that is slightly higher than regular grunt in GOW3 that has 5000 polygons and Wii model of Mario in HD or in HD would look atrocious...

Your last paragraph shows that you are jumping to conclusion and claim actions that I have not done in first place and put my words/sentences out of context to distort what I have said. Also about source are you talking about? What imaginary claims I have made? What?

I only stated that I was able to count/calculate in my head how many polygons a nearly perfect ball/sphere has and that is one cyrcle has 22 polygons that you multiply by 22 times for vertical lines which gives you 484 polygons then add horizontal lines which are another 484 lines which now totals 968 polygons and then add polygons that cross connect vertical and horizontal to make triangles which adds 242 polygons which totals 1210 polygons so in my previous calculation I forgot that basis of 2D/3D rendering is triangles.

So for a nearly perfect sphere that you barely see polygonical edges is 1210 polygons....

I have not used any sources and it is not needed if you know basics of 3D modeling to accurately estimate polygon count of a 3D model and I estimated. As I said before, 3D model of Mario in Wii games is 6000 polygons so how can you explain Mario Kart 8s model of Mario? Can't you see how well rounded Mario is and difficulty of finding a polygonical edge versus lets say Kratos model in GOW 3 that has 20000 polygons.

My estimation is not that specific and I have low balled when comes to polygon count of Mario a bit...



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hated_individual said:
@Kane1389

Have you even read what I wrote, I guess you did not with this reply you made...

Those screenshots are from Cinematics that are running on a seperate engine and not an in-game engine otherwise CGI cinematics would have been also in-game by your own definition.TLoU and GOW3 use specific rendering engine for non in-game cutscenes/cinematics like Yakuza and Devil May Cry games which have own rendering engine for cutscenes and I am not talking about CGI.

There is a noticeable difference between in-game and cutscene models, I have played TLoU and GOW3 yet you ignore that fact that I stated in comment that you have replied.

Because a game has a cartoonish art style and look does not mean that it is less demanding as Pemalite stated before in other thread that cartoonish is as demanding as "realistic" art style and in some cases even more and all depends on visual complexity also can you explain my why there can not be impressive 3D details in a game that has/uses cartoonish artstyle/visuals? What about Okami? 3D Street Fighter games? Super Mario 64? Jax & Daxter? Borderlands series? ETC... There are probably countless games that were impressive for its time and are in some way to this very day also "realistic" looking games do not age as well as "cartoonish"games or as you call them "cartooney"...

Mario's model in Mario Kart 8 is not "basically a Wii model with higher resolution" as you claim, that is like saying that PlayStation 3 model of Kratos is just a PlayStation 2 model with higher resolution textures and nothing more or less... You are being ignorant, Wii model of Mario has 6000 polygons and that is slightly higher than regular grunt in GOW3 that has 5000 polygons and Wii model of Mario in HD or in HD would look atrocious...

Your last paragraph shows that you are jumping to conclusion and claim actions that I have not done in first place and put my words/sentences out of context to distort what I have said. Also about source are you talking about? What imaginary claims I have made? What?

I only stated that I was able to count/calculate in my head how many polygons a nearly perfect ball/sphere has and that is one cyrcle has 22 polygons that you multiply by 22 times for vertical lines which gives you 484 polygons then add horizontal lines which are another 484 lines which now totals 968 polygons and then add polygons that cross connect vertical and horizontal to make triangles which adds 242 polygons which totals 1210 polygons so in my previous calculation I forgot that basis of 2D/3D rendering is triangles.

So for a nearly perfect sphere that you barely see polygonical edges is 1210 polygons....

I have not used any sources and it is not needed if you know basics of 3D modeling to accurately estimate polygon count of a 3D model and I estimated. As I said before, 3D model of Mario in Wii games is 6000 polygons so how can you explain Mario Kart 8s model of Mario? Can't you see how well rounded Mario is and difficulty of finding a polygonical edge versus lets say Kratos model in GOW 3 that has 20000 polygons.

My estimation is not that specific and I have low balled when comes to polygon count of Mario a bit...

please do yourself a favor and stop, nobody knows how many polygons a game has, and you can clearly see many areas where the models are not perfectly round if you look for full resolution pics, every model looks perfectly round on youtube vids. here is an up close pics of both models from gameplay. you can easily see the polygon edges in bowser and the wheels, while you can't see any on kratos.



Why I should do you a favor for your lack of knowledge and dont use information that is available to us? GOW3 developer stated that Kratos has around 20000 polygons and you have various forums that have threads that contain information about polygon count of various models in games with sources to back it up.

Comparing Kratos that has simplistic/sleak design with Bowser which has considerably more complex design is rather unfair, you should rather compare Kratos with Samus, Mario, Luigi or other character with simpler design for more fair comparison also Kratos has edges that anyone who cares about level of detail could spot in a few seconds... You can see very obvious sharp edge at both ears then you have those edgy shoulder pads, that very noticeable horizontal edge at tip of his head then multiple edges at his legs and his nose is rather edgy, but good texturing covers it up rather well as expected from Sony Santa Monica with their care of texturing...

As I said before, Bowser's design is more complex thus developers and 3D modelers need to balance the level of detail for reference in Battlefield 3 and Killzone 3 the character models have 15000-200000 polygons and around one quarter to one third of polygons is focused on the head(console not PC version of Battlefield 3). Developers balance their resources, you can not have one character 30000 polygons and other mere 5000 because disparity in detail would have been just too much and it would not look good also the bigger the model the more resources it will take to render it and you probably already understand that when comes to draw distance and scale of the world in games. It is a matter of game design and managing resources.

Also you can discover each polygon on a model and calculate amount of polygons as long as you can spot them and when you mark each polygon, for example if you take a relatively simple 3D model and take snapshots of it from various angles then you should be able to do it. I remeber doing it once original Half Life 1 model of Barney and if I remember correctly it was over 1000 polygons and I know that Blue Shift Barney has 2300 according to a manual of it, over twice as much and I read on a forum that ordinary metro cop had 2500 polygons in Half Life 2.



hated_individual said:
Why I should do you a favor for your lack of knowledge and dont use information that is available to us? GOW3 developer stated that Kratos has around 20000 polygons and you have various forums that have threads that contain information about polygon count of various models in games with sources to back it up.

Comparing Kratos that has simplistic/sleak design with Bowser which has considerably more complex design is rather unfair, you should rather compare Kratos with Samus, Mario, Luigi or other character with simpler design for more fair comparison also Kratos has edges that anyone who cares about level of detail could spot in a few seconds... You can see very obvious sharp edge at both ears then you have those edgy shoulder pads, that very noticeable horizontal edge at tip of his head then multiple edges at his legs and his nose is rather edgy, but good texturing covers it up rather well as expected from Sony Santa Monica with their care of texturing...

As I said before, Bowser's design is more complex thus developers and 3D modelers need to balance the level of detail for reference in Battlefield 3 and Killzone 3 the character models have 15000-200000 polygons and around one quarter to one third of polygons is focused on the head(console not PC version of Battlefield 3). Developers balance their resources, you can not have one character 30000 polygons and other mere 5000 because disparity in detail would have been just too much and it would look good also the bigger the model the more resources it will take to render it and you probably already understand that when comes to draw distance and scale of the world in games. It is a matter of game design and managing resources.

Also you can discover each polygon on a model and calculate amount of polygons as long as you can spot them and when you mark each polygon, for example if you take a relatively simple 3D model and take snapshots of it from various angles then you should be able to do it. I remeber doing it once original Half Life 1 model of Barney and if I remember correctly it was over 1000 polygons and I know that Blue Shift Barney has 2300 according to a manual of it, over twice as much and I read on a forum that ordinary metro cop had 2500 polygons in Half Life 2.

did nintendo state how many polygons there using for mario kart 8? so you have no idea what your talking about, and kratos model is anything but simple it the best looking model from lastgen, its so good looking that you claimed gameplay pics were prerendered cgi which they are not. GT5 premium car use 500k polygon per car by the way, since were talking about polygons.



Nintendo did not state how many polygons they are using, but that does not mean that you can claim that I dont have idea what I am talking about just because Nintendo did not reveal any information related to this subject so just because you are incapable/incompetent does not mean I am like you.

I did not said that Kratos model is simple as in detail because I was talking about design and Kratos is not best looking, it is Nathan Drake that is best looking with most polygon count and more complex model design. You twist my words like Kane did and I already explained to him and now I need to you because you can not read? I said that it is rendered in a different rendering engine designed for cinematics and I have never raid pre-rendered or CGI about GOW3 cinematics. You need to learn the difference betwen pre-rendered and rendered, developers have more resources to play with when comes to cinematics because they can use various tricks and pre-calculate various calculations and do animations to make it seem it is done in real time, it is like doing a death animation and make it look like a ragdoll like those Half Life 1 modifications.

You are right about Grand Turismo 5, except that is in photoshot/garage mode and same thing in Forza 5. It just focuses all resources on one object in a simple garage using a different engine to achieve those results....

In-game gameplay models in Grand Turismo 5 vary from 20000-50000 polygons depending on a car and those car colors are just one streched pixels which greatly saves resources than using a super high definition textures and everyone knows that. Ask Pemalite if you dare to know the truth.



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hated_individual said:

Nintendo did not state how many polygons they are using, but that does not mean that you can claim that I dont have idea what I am talking about just because Nintendo did not reveal any information related to this subject so just because you are incapable/incompetent does not mean I am like you.

I did not said that Kratos model is simple as in detail because I was talking about design and Kratos is not best looking, it is Nathan Drake that is best looking with most polygon count and more complex model design. You twist my words like Kane did and I already explained to him and now I need to you because you can not read? I said that it is rendered in a different rendering engine designed for cinematics and I have never raid pre-rendered or CGI about GOW3 cinematics. You need to learn the difference betwen pre-rendered and rendered, developers have more resources to play with when comes to cinematics because they can use various tricks and pre-calculate various calculations and do animations to make it seem it is done in real time, it is like doing a death animation and make it look like a ragdoll like those Half Life 1 modifications.

You are right about Grand Turismo 5, except that is in photoshot/garage mode and same thing in Forza 5. It just focuses all resources on one object in a simple garage using a different engine to achieve those results....

In-game gameplay models in Grand Turismo 5 vary from 20000-50000 polygons depending on a car and those car colors are just one streched pixels which greatly saves resources than using a super high definition textures and everyone knows that. Ask Pemalite if you dare to know the truth.

GT5 uses 100k for premium cars during gameplay,  those pics kane posted were not cinmatics they were gameplay, and i find it funny that you call they the kratos model simple and the bowser model complicated, considering kratos has way more detail, and the weapons on is hands alone look like two bowser heads.



Grand Turismo 5 does not use 100000 polygon models of premium cars, that is for standard cars in photoshot/photobooth/garage mode in same mode Premium cars have 500000. You keep mixing up information between gameplay and photobooth/garage models. *facepalm*

Also your self denial, screenshots that Kane took are from Cinematics otherwise there would have been a HUD and again I said simple design not detail, do you even know meaning of design and detail? They do not have same meaning at all, do you even know english? Are you using a translator or what?

Here is an example;
Imagine you have 1500 to play with and you make a sphere that has 1210 polygons and you add 13 spikes and each has 22 polygons which totals 1496 polygons. Then you get a task to make a 3D character and lets say you choose to make Mario and with that much polygons you can make Mario from Super Mario Sunshine on Gamecube. Do you understand now? This is a very simple example that you should understand.

I am not sure if that one gauntlet has enough polygons for bowsers head, I would need to examine various angles too see if Bowsers head has more polygons or are comparable...



Great graphics, can't stand that music. Sounds like I'm at Chucky Cheese or a kids' carnival.



hated_individual said:
Grand Turismo 5 does not use 100000 polygon models of premium cars, that is for standard cars in photoshot/photobooth/garage mode in same mode Premium cars have 500000. You keep mixing up information between gameplay and photobooth/garage models. *facepalm*

Also your self denial, screenshots that Kane took are from Cinematics otherwise there would have been a HUD and again I said simple design not detail, do you even know meaning of design and detail? They do not have same meaning at all, do you even know english? Are you using a translator or what?

Here is an example;
Imagine you have 1500 to play with and you make a sphere that has 1210 polygons and you add 13 spikes and each has 22 polygons which totals 1496 polygons. Then you get a task to make a 3D character and lets say you choose to make Mario and with that much polygons you can make Mario from Super Mario Sunshine on Gamecube. Do you understand now? This is a very simple example that you should understand.

I am not sure if that one gauntlet has enough polygons for bowsers head, I would need to examine various angles too see if Bowsers head has more polygons or are comparable...

this is a gameplay pic, you can clearly see, there both on the same level, and do you have a source for GT5 only using 20,000 to 50,000 plygons during gameplay, many experts said its easily above 100,000 for premium cars.

 

 



They look damn good. The End.