Fighting Game Polycount

Hi everyone,

I’m currently working in a Fighting Game, 3D side-scroller, 1x1, like Street Fighter IV.
Platform: PC.

How many polygons is appropriate for each character? And for backstage? When you guys says polygons it’s about verts or tris?

Any hint for optimizing a game like this is always welcome =).

Thank you very much!

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Ah,…my favourite type of questions.
Well, from “Rick Sterlings,” blog post:

Street Fighter IV
Characters - 16,000 tris
Environments - 300,000 tris

It’s about Tris.
Well in most cases. :smile:

I read from a couple of users etc. that Unity engine can handle, single objects with 65000 Tris Max.
In other words, you could make your character with a polycount close to 65000 tris.
Same with an enviroment.

You may want to use more tris, for an Enviroment and half of that, or waaaaay less, for your character.

Similar to the SF 4 polycount above**:**
I suggest 15000 to 20000 Tris for a character.
And anything close to the 60000 tris for an enviroment.

But it’s really up to you. :smile:

Note: Christie in latex sexy suit, in DOA 5 Ultimate is made up of 59967 tris. :hushed:
http://oi58.tinypic.com/zu47cm.jpg
This is the suit above: http://static.giantbomb.com/uploads/original/11/112562/2378275-dead_or_alive_5_costume_dlc.png

You may not need to make a 3d character model so detailed.
But if you want too, it’s up to hard work and alot of patience. :smile:
But,…Christie’s polycount used for that latex costume, is still within Unity’s 65000 tris limit.

Enjoy! :smile:

PS: If anyone here knows if Unity can now handle objects higher than 65000 tris.
Without splitting up an object etc. Please tell me.
I’ll and a few others will be very grateful.
Because I was planning on making enviroment with a 100000 tris count. Lol! :stuck_out_tongue:
Yes. It’s that exquisite. Lol! :smile:

2 Likes

I really appreciated you answer!

My fighters actually have around 15-17k tris, and another in developing nearing 23,000 tris I was starting to get worried. And my environments something like 160,000 tris splitted in a lot of assets. I’m afraid of how I can maintain fps without drop when scene is complete with lightning, post-processing effects, particles, GUI, HUDS, scripts, etc. lol.

I was wondering what can I do to optimazing max possible without sacrificing graphics at all. Need to understand Unity optimization better =).

Thank you very much for your comment, help me a lot buddy.

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Glad I could help. :smile:

Particles?
Yeah, particles use up a good bit of graphics and CPU power.
Well instead of particles, you could use animated textures instead, for magic moves fire smoke etc.

https://www.youtube.com/watch?v=OUq2fsL-gRs

But you’ll have to make them from scratch in Photoshop or Gimp etc. :smile:
Or buy some on the Unity asset store.

I suggest making them yourself, because it’s better, and you can make the effects look the way you want.
Check for more tuts on youtube, concerning Animated textures in Unity, and making them in Photoshop or Gimp or other 2D program of your choice etc.

In the case of lighting, there are many tricks to make a scene look good, without using too many lights.
But it’s too much to explain on this forum. And tricks vary by the type of scene you are creating.

GUI and HUD’s? Like life bars, power meters/power guage etc?
I recommend flat 2D style png. alpha images for that.
And use animated textures, for sparkly effects, or the burning flame effect on your power meter etc. etc.
Or make them in a 3D modelling software eg. Blender and Maya, and render them as cut out type png. flat images.

Well, these tricks can be used in any game engine. .
Some of these tricks are used in Blender game Engine too. :smile:

I hope that I was able to help you there.

In the case of cheap tricks to light up a big scene, I’ll try to dig up up some info on it.
You could use the Lightmapping technique.
But there’s “another way to do it,” but it requires a bit of work.
Still learning this other technique too.

:smile:

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Yeah we are using png images to show life bars and stuffs, and texture to show time countdown.

Nice idea you gave me to handle with effects, I’ll study this animated texture technique deeper, it’s a very good resource to economize some processing indeed. I thought in use it on my grass billboards to simulate wind as well… But I’ll think about more applications.

Can you suggest me some material do learn about ilumination in Unity? I’m trying to learn more about lightmapping too. This thing does wonders lol.

You helped me a lot here! My sincere thanks mister!

Ah one question, do you know how many drawcalls are good to go for the backstage? I’m using texture atlas to save materials and static meshes always as possible to minimize them. And also Occlusion Culling technique… Know more tricks that I can use??

Thank you! (And sorry for noob questions at all)

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Thanks! :smile:
Glad I could help you again.

Lightmapping?
I’m now checking this out.
It’s not really a tut though.

I’ll try to find some good lightmapping tuts for you. But sadly there are so many semi-crappy ones. Lol!

Backstage? Could you explain what this backstage is? :smile:

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Wow very nice video indeed!

Backstage I mean environment hehe, I’m in the habit of saying backstage because it’s a sidescroller fighting game but I know it is not the proper term… sorry about that.

And thanks again! o/

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The unity limitations on poly count are per object. In any case, Unity will helpfully split it up afaik.

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According to how many seperate objects you have in the enviroment, will determine how many drawcalls you’ll get.
Good thing you used a texture atlas.
Because that solves a huge part of the problem. :smile:

Can you show me a screenshot pic of your enviroment etc. ?
So I’ll be able to help you better.

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I have two under construction, withtout lightmapping and missing some things.
this last one is nearing 530 drawcalls…
I have a lot of separated objects in theses scenes hehe…

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