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Is there a reference anywhere?

Like per year/console/GPU/etc...

If you were making something for PS5 or say a high-end GPU of today how many polys would you have per character in a 3D fighting game like DOA with/without clothes?

I think for AAA at present we are looking at 100-150k per animated character with clothes, but that's kind of a guess. I'm not versed in the underground 3D waifu modding community.

Are we going to start seeing DAZ characters in games now or just high polygon models with wasted polys and shit animation?
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>>710159
6 million
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>>710161
That is a lot of cookies
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>>710159
This is DAZ?
/3/, why have you lied to me?
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>>710169
It's obviously not. Still the work of a coomer, tho.
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>>710208
>appealing females are bad
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>>710159

Clothes will add the most polys. It also depends, western devs throw polys at everything whereas Japanese are way more conservative. I reckon if you cant make a character look good with 150k you are doing something wrong.
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>>710209
>implying OP's pic is appealing
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>>710230
It is. Needs another skin shader though.
Just because you fap to furries and hentai, does not make the pic look bad.
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>>710240
Nice projection, mate. Of course OP's pic is appealing -- to weeaboos.

Have sex.
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>>710159
For Games.
https://polycount.com/discussion/141061/polycounts-in-next-gen-games-thread

Movies can go to billons or trillons because in pathtracing instance millons same objects had small cost in memory/processing.

https://www.fxguide.com/fxfeatured/the-tech-of-pixar-part-1-piper-daring-to-be-different/

Suppostly PS5 GPU will implement mesh shader like pipeline, massive upgrade for polycount over 100 times PS4 in polygons for hair,fur or stones.
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>>710287
>POZStation5
All that tech and it's still a castrated PC with no good games.
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>>710287
So it looks like 15-100 thousands per character, not far off what I was doing then, that's cool
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>>710212
Even 7-8k is pushing it for amount of polygons needed.
Sure you need a bunch if you are having animations for cloth physics, but the basic shape do not require a lot.

It just comes a point where you are better of making a in engine implementation of subdivision surfacing, and stopping model at 10k unless you have some fancy scheme to setup cloth physics.
Or having more detailed version of heads/helmets/collarbones just for cutscenes/dianlogue interaction.
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>>710159
Don't go to hard by references in terms of tri/vert count for the target platforms if you want realtime rendering, it can be misleading.

There's a lot of other stuff that's important, like overdraw, lights/shadows or shader complexity.

The best is ALWAYS to profile your work on the target hardware.

Also when possible still fake things for realtime rendering, even if you could claim "uhh, this is without faking things, isn't that great?"
barely anyone will care and it will be a lot of wasted performance that could be used to improve other areas visually and make the overall image way more appealing.
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>>710449
>overdraw
Can you explain that?
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>>710450
usually when you have transparent surfaces in front of something, either a regular surface like a window or particle effects with blending.

the surface they cover on the screen has to be rendered multiple times as in:
>background has to be rendered
>then the amount of pixels have to be rendered a 2nd time overlying the transparent surface.

more transparent layers on top of each other => more pixels have to be calculated on the GPU.

While opaque surfaces on top of each other should usually only calculate what is acutally seen.

Quick pic drawn for example purposes.
It's a simple and small example, but it can add up.
And performance in this regard depends on the fill-rate a GPU can handle.

Unreal Engine and Unity (HDRP) offer modes to view overdraw.
Or other render performance software like RenderDoc allows to view this.
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>>710461
quick google grab of what a render view in overdraw debug mode might look like.
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>>710240
Bro, it's literally a plastic doll... what the fuck is wrong with you?
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>>710462
>>710461
Very informative. Thanks for your effort!
Does it only apply to transparent materials? Or do cutoff (i.e. binary alpha) materials cause this as well?

How big of a problem is overdraw in practice?
Foliage and particles seem to be mostly semitransparent materials, but many modern games seem to handle e.g. burning forests just fine.
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>>710539
this if anyone knows.
>Is a binary alpha lighter on performance?
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>>710544
>>710539
Generally speaking cutout is faster.
But it seems that there can be some mobile chips (possibly older ones) where the inverse is true.
But if you look at old game model rips they often have alpha cutout maps.

If you look closely at the gras in this picture you can see it seems the grass is fully modelled and doesn't use transparency, otherwise fillrate issues would probably kill the framerate on the switch, or less grass would have to be rendered.

It's also the exact reason why, if you model foliage, for example a leaf, you generally do not use a quad but try to match the texture as close as possible and leave as little transparent space as possible when using alpha blending.
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>>710407

> 7k polygons for a character

That’s like a low quality SFM model. There’s no way to add cloth, hair, hard surface gear, or teeth and tongue with such a ridiculously small polygon budget. You can’t create good looking blendshapes on a low poly mesh either so forget about a nice looking animation rig.

Polygons are cheap, shaders are expensive. 30-50k is a decent target for a good quality real-time character asset.
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>>710554
anon was good today.
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>>710461
>more transparent layers on top of each other => more pixels have to be calculated on the GPU.
this is especially irritating when dealing with hair\fur.
probably the reason why everyone in the west either resort to fortnite plastic wigs or aim for gross short cuts, the amount of pain and computational power one well done long card hair causes and drains is simply unbelievable
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>>710554
>alpha cutout maps
*clip maps
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>>710159
Usually AAA who develop their own engines get the developers whoever designed it in the first place to set an appropriate limit for the amount of polygons that are allowed before a noticeable performance decrease.

Unironically just experiment with what works. Dont go too overboard and have a look at what others are doing.
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>>710287
That first link, JordanN the OP was the king of autism
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>>710477
>It's literally a woman
It's ok to admit you are a faggot in 2019, 2020. At least until the pendulum swings back.
>It's the female form but not real so ewwww.
Just admit to your self you would rather be sucking cocks and you will be happier. For now.
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>>711683
This much insecurity shouldn't be legal, holy kek.
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>>710230
>being this gay
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>>710159
>game
as many as you can afford
>movie
as many as you need
>scene
as many as you want
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all of it
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>>711683
muh unironic horseshoe theory
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>>710159

Anyone got more pics of this QT3.14?
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>>710556
>what is a normal map
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>>713903
what does that have to do with anything? are you saying blizzard don't use normal maps?
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>>713907
That was an answer to "low q sfm model". Pretty sure you can get similar results with a 10k poly count if you're not fixated on a perfectly round asses.
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>>713908
Wrinkle-free brain
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>>713910
Elaborate argument, just like I thought.
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>>710208
>hot sexy females are bad
faggot kys
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>>714717
ok coomer
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>>714721
hurr durr



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