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inFamous: Second Son Characters Polygon Count revealed (120k Polygons)

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
LqMHesJ.jpg


Unsurprisingly, PS4 CPU is the main constraint until they start using the GPU for compute in future.

They used compute. It's in the .pdf.
They do plan on using it more in the future.
 
Probably the incinematic lod that is used is 120k, but they probably swap it with I'd say 60k model ingame. His facial rig is really limited ingame so the tri count wouldn't need to be so substanial. The faces were definitly really dense in the cinematics however.
 

valkyre

Member
120k for in game character models or is it cutscenes models? Because 120k for ingame models in an openworld game just sounds a lot!
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
Bayonetta 2 has 190k ?! Is that real because i heard a rumor.

Ninja Gaiden 3 RE (ayane) 122,883K ..

They said "over 100,000". (including guns)
Pretty sure that means between 100k-110k, otherwise they'd say >110k, >120k, >130k etc., no?
 
How good are the self shadows on delsin. Is that some form of ambient occlusion they're using? Usually the self shading in most games including next gen look terrible and rough but not in SS for some reason.
 

dr guildo

Member
Thanks for that, here's a comparison from the few gameplay pics in that thread, and some decent one's I've found elsewhere. Nothing has been down-scaled, all are native 1080p screens, and all are player controlled.

delsinmodel2ovovl.jpg

mariusmodel2cvof1.jpg



If anyone wants me to post the full res version of any screen, just ask! :)

Wow, this cleanness applied on those ISS shots, as if they were taken from bullshots when you compare them to Ryse's shots. Side by side, the difference is quite blattant.
 

Toxa

Junior Member
ISS cut-scene are all real time so there's no question about 120k ingame or cutscene because it's the same

and I do not understand the comparison with ryse with most of the cut scene are pre rendered
 
Thanks for that, here's a comparison from the few gameplay pics in that thread, and some decent one's I've found elsewhere. Nothing has been down-scaled, all are native 1080p screens, and all are player controlled.

delsinmodel2ovovl.jpg

mariusmodel2cvof1.jpg



If anyone wants me to post the full res version of any screen, just ask! :)
Next to none jaggies in the inFamous shots :eek:

I do see them in the Ryse one.
 

luffeN

Member
They said "over 100,000". (including guns)
Pretty sure that means between 100k-110k, otherwise they'd say >110k, >120k, >130k etc., no?

The pic from beyond3d couple pages ago states 131xxx polygons with weapons. It is highlighted in the first screenshot.
 
Probably the incinematic lod that is used is 120k, but they probably swap it with I'd say 60k model ingame. His facial rig is really limited ingame so the tri count wouldn't need to be so substanial. The faces were definitly really dense in the cinematics however.
The slide mentioned no LOD for the character. It did mention various LODs for all the NPC in the city. I guess the main characters are all real-time - and they do look good - while LOD is only used for the NPCs.
 

LCGeek

formerly sane
ISS cut-scene are all real time so there's no question about 120k ingame or cutscene because it's the same

The reason to mention cutscenes distinctly from ingame is because in game has to do a lot more work than what a cutscene requires especially if we are talking multiplayer. It's not 1to1 but it's not cg either. I still respect things done in real time regardless but the distinction should and needs to be made in certain discussions.
 

Toxa

Junior Member
The reason to mention cutscenes distinctly from ingame is because in game has to do a lot more work than what a cutscene requires especially if we are talking multiplayer. It's not 1to1 but it's not cg either. I still respect things done in real time regardless but the distinction should and needs to be made in certain discussions.

it's like asking if during replay a car gets more poly than ingame for a gran turismo game
 

TAJ

Darkness cannot drive out darkness; only light can do that. Hate cannot drive out hate; only love can do that.
The pic from beyond3d couple pages ago states 131xxx polygons with weapons. It is highlighted in the first screenshot.

It says 121,265.
But it also says 1,681 objects.
 

LCGeek

formerly sane
it's like asking if during replay a car gets more poly than ingame for a gran turismo game

It's not always the same. Some devs change assets or iq during this process. If there are no changes it's valid, but if not then citing the fact it's not in game should be stated. There are plenty of games be it racing or not where things do change. Say for instance halo games and taking screenshots that had tons of iq changes that during game were no where to be found.
 
Ryse has very impressive character models with fantastic facial animations, but I:SS really blew me away...


Screens really don't do these moments justice, the facial animations are off the goddamn charts. Wish I had captured the footage so I could knock out some webms.
 
Kindly point me to what a 120k character looks like then.
I think after the mistake was cleared up the Sorcerer in QD's tech demo was about 100k polys (and not 1 million). It probably wins the comparison because of textures though. Sorcerer uses a much bigger amount of memory than Delsin in that regard.


How good are the self shadows on delsin. Is that some form of ambient occlusion they're using? Usually the self shading in most games including next gen look terrible and rough but not in SS for some reason.
There are some good techniques out there. Self-shadows on the characters in Beyond was impressive for ps3.
 
I didn't really think much of the Character's in infamous, beyond Delsin all of their faces were awful and when they raised their arms it looked like they had wingsuits on. Even the main villain was awful and looked like she had a facial from the same Spa that Captain Shepherd used.

delsin.jpg


Beyond's were fantastic even without as many polygons

What's up with that picture of Delsin. Lighting seems off and it doesn't really look how it looks in game...

 
Ryse has very impressive character models with fantastic facial animations, but I:SS really blew me away...



Screens really don't do these moments justice, the facial animations are off the goddamn charts. Wish I had captured the footage so I could knock out some webms.
Second shot looks creepy, same with your latest Delsin shot (weird/too perfect looking teeth). Definetly needs a WebM.


Suker Punch (Sony ICE team?) SMAA t2x is that good....
Funny enough Ryse uses the same or a more advanced solution than that. I assume resolution hurts it.
 
Even in Heavy Rain general shadowing quality was excellent.
Was it? Actually I do remember them to be pretty sharp as well. Beyond probably has a little bit less baking though considering time of day dynamically changes in more than one chapter. But yeah shadows in Heavy Rain were one of its strenghts. Tearing, static looking lighting and poor textures in a lot of places were about the only things dragging it down when it was released (now character models and animation are probably its biggest aging problem). Fortunately Beyond fixed most of these issues. They sure stepped their game up considering Heavy Rain was only decent looking right after Uncharted 2.
 

Vitor711

Member
Uses a quarter of the polys yet Ellen's face looks better than Delsin's [in both ways..]... testament to Beyond, I guess.

Yeah, I don't get why people are so impressed with I:SS.

Yes, the characters faces occasionally animate well but, other than Delsin, the low resolution texture work really, REALLY hurts the overall look.

I won't deny that I:SS is a great looking game, especially as it's open world, but the characters just aren't that consistent visually.
 

LCGeek

formerly sane
Yeah, I don't get why people are so impressed with I:SS.

Yes, the characters faces occasionally animate well but, other than Delsin, the low resolution texture work really, REALLY hurts the overall look.

I won't deny that I:SS is a great looking game, especially as it's open world, but the characters just aren't that consistent visually.

Cause for a launch window console game this is a good taste of things to come. Rather I will find it sad if devs can't top this game in about 2-4 years.
 
Uses a quarter of the polys yet Ellen's face looks better than Delsin's [in both ways..]... testament to Beyond, I guess.
Yeah for 120k polys the amount of texture memory dedicated to those characters seems pretty low. Wouldn't surprise me if Beyond used more actually lol Shaders play a part as well obviously as does the modelling of some specifics such as teeth. Infamous looks too flawless in that regard. But Quantic Dream spends a lot of time getting the characters right, for an open world game infamous sure looks pretty damn good. I'm sure SP learned some lessons from this, probably the first time they actually tried to put some real effort into their characters.
 
Thanks for that, here's a comparison from the few gameplay pics in that thread, and some decent one's I've found elsewhere. Nothing has been down-scaled, all are native 1080p screens, and all are player controlled.

delsinmodel2ovovl.jpg

mariusmodel2cvof1.jpg



If anyone wants me to post the full res version of any screen, just ask! :)

forgot the polygons, the IQ in ryse is just laughable in comparison.
 

Nev

Banned
By contrast, Bethesda stopped development of Fallout 3 a few months prior to its release in 2008 so they could release a tiny indie game called Skyrim in 2011. Bethesda, by the way, had only roughly 20 or so more people on their team for Skyrim than Sucker Punch does now.

Good thing the first Infamous alone has better gameplay than every Bethesda game combined.
 
I think after the mistake was cleared up the Sorcerer in QD's tech demo was about 100k polys (and not 1 million). It probably wins the comparison because of textures though. Sorcerer uses a much bigger amount of memory than Delsin in that regard.



There are some good techniques out there. Self-shadows on the characters in Beyond was impressive for ps3.

source? i remember david cage saying that each character was pushing just below 1 mil polygons.
 

Vitor711

Member
Cause for a launch window console game this is a good taste of things to come. Rather I will find it sad if devs can't top this game in about 2-4 years.

Yeah, but it's like people have forgotten the amazing last gen games that already did this and, to be perfectly honest, did it better.

I have no doubts that PS4 games are going to look incredible, but right now, I wouldn't call out the faces in I:SS as being revolutionary. Heck, even evolutionary might be giving them too much credit as it's a step back from the quality seen in Beyond in a lot of ways.

The eyes, man. Beyond did the eyes so well. Infamous never pulls the camera in close enough to try and ape that. The texture resolution just wouldn't be high enough on most of the characters for it to come out looking well.

I'm not saying I:SS looks bad - it does look really good. I've just been far more impressed with other titles (i.e. Ryse) and feel as though last gen games have already beaten it to the punch.
 
source? i remember david cage saying that each character was pushing just below 1 mil polygons.
Yeah there was a discrepancy in reporting there. Cage mentioned 1 million (in text only where a typo can easily happen), but in a presentation at E3 a gaffer and some journos heard 100k for the Sorcerer/Demon and 80k for the Goblin. I don't doubt QD's technical talent at all, but 1 million sounds like a little bit too much. 100k would represent an increase by the factor 3, which sounds reasonable given the power difference. 1 million would be an improvement by the factor 33, which sounds a bit excessive. Looking at the chart and the difference between the tech demo Kara and the game Beyond (50% increase in polys) I would expect their next game to push 150k polys for the main characters, which sounds like a number that makes sense to me and is still fairly impressive.
 
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