I want to do a mobile fighting game, with up to 4 characters on screen at the same time. The base character I’m working on right now has 20k tris, and I thought that maybe with today mobile devices it wouldn’t be too high, but I read on other thread here that Street Fighter IV had 16k tris per character, so I guess that my characters should be much lower. Has someone a recomendation on polycount for this case?
16000 tris?
Wow! Interesting. That’s like about equal to 8000 quads.
Did you get that info, from beyond3d.com?
That site has lots of polycounts.
That sounds low to me for SF 4.
If you are only interested in pushing the upper limit with high detail on models - realize less people will be able to play the game - cause less people own latest gen mobile devices.
See cryteck games for reference on high end PC games.
16k for Street Fighter IV sounded low to me too, but Gears of War character form the same generation, though earlier, apparently had 15k tris for human characters, and Street Fighter IV models are not very pretty or detailed, sometimes being even blocky compared to other games.
About the upper limit, I want to know it to be sure not to reach it, but I’m actually more interested in making the game more accesible to more people than to push the upper limit.
And I think I got the info from some other place, but it seems to have originated in beyond3d.com.
If you stay in the 10-15k range for characters I think you will be safe with multiple characters on screen, though it largely depends on everything else going on in the scene, including the amount of animation data, and FX data - which is pretty massive if allowing for quick hit reactions and changes in stance etc etc.
I was skeptical of the Gears polycount - but after checking the original Marcus model you are right!
Here is original Marcus model sitting just over 11k tris total, not including gun. Such an efficient model!
It’s useful to understand that third person character models have been hovering around 15k ~ 20k tris for almost two decades, not because of performance limitations, but because going higher than that isn’t all that useful at the resolutions and screen sizes we’re usually rendering. Sure, some games go up to 50k or even 100k+, especially for games with cinematics that get close to the character or many fighting games. But most of the time some decent normal mapping and selective use of alpha can add way more apparent detail for much less performance impact.
That said, when SFIV came out people were surprised by how “low poly” their models were since the contemporary fighting games were often 3x~5x the tris.
But as @theANMATOR2b said, it depends on what else you’re doing in the scene.
For mobile it also depends on what range of devices you want to run on. Modern high end phones are quite fast, but just a year or two old mid to low end phones can be surprisingly slow.
Thanks for your replies, in the end I think I will try to make the characters 10k - 15k trois max.
Yeah, 10k - 15k might be indeed, a safe move.
Especially since you want 4 characters on screen, and leave enough room
for a good polycount for the stage, they fight in.
And here’s a cool fact:
Believe it or not, 10k - 15k, is close to the polycount of the Final Fantasy 13
character models. If you have time, check out the FF13 character polycount pics
on beyond3d.com. It’s kinda amazing and might give you an idea, of how
square enix create their game characters.