
Originally Posted by
SegaAMD
you wanted the numbers I gave you the only thing missing was the Ninja Gaiden numbers.
Tomb Raider Legend Lara 9.800 Tomb Raider Legend Lara 9.800 (30fps) only xbox is 60fps this means twice polygons than PS2 and 3x GC (runs ~20fps a lot of cuts)
Kingdom Under Fire: The Crusaders, Xbox main chars - 10.000 normal chars - 3.000–4.000 The games has a lot of characters on screen.
Halo, Xbox, 2001 Master Chief - 2.000
Oddworld: Stranger's Wrath Xbox - 3.000 (30fps)
Half-Life 2, PC, 2004 Alyx Vance - 8.323 Barney - 5.922 Combine Soldier - 4.682 Xbox ~20fps
Deathrow, Xbox, 2002 Characters - up to 7,000 polygons - 55 bones - 1024x1024 textures on the bodies and 512x512 on the faces
DOA3 Tina = 13361 DOAU (doa 2 remake) = 16736
PGR2 xbox the car models were comprised of 10,000 polygons (30fps) PGR1 less polygons 60fps
NFL Fever 2002. 5.000+ per player model.
polygons have always been overrated, you can see with your own eyes that what matters are the normal mapping effects, frame buffer effects, particles that destrictly reduce the model count, you don't even need to check Doom 3 or Riddick because they are low frame rate and low poly games due to the excess of feats but this is not bad is very nice look due the normal mapping, the car of PGR2 (30fps) impressed you but it's just less than the car of V-Rally 3 16k polygons a 60fps game, even PGR1 has less polygons but is 60fps.
at least some information was useful
information about the original xbox is naturally scarce, also my objective with the information was just to pass the amount of the polygon in the main character and the frame rate, because in the last analysis it is the main model that determines the beauty of a game and the frame rate console capacity and relieve all load and stress. At same time to compare with the dreamcast numbers cause in general Dreamcast games had the main character in normal game situation around 2,000 in action games 30fps and 1.500 to 60fps games,3k+ to cutscene model or fixed cam game, i'm impressed Blue Stinger (2.500 main char active+ 2.900 to passive main char) overcome this margin, animating character uses a lot of cpu power and sustaining 60fps demonstrates the gpu power (naturally they are two vague information because the main effects are not computed so it can be deduced that the person who reads knows the games) That's why I chose this frame rate and polygonal count of the main character.