UPDATE 1: Added sources and updated some numbers. Separated the counts for the bones/blendshapes and the joints:
UPDATE 2: Added texture capacity per character and texels per texture (excluding mods).
UPDATE 3: Added texture capacity per scene (excluding mods).
Note: The "+" indicates "more than".
POLYGON COUNTS
Here are the highest known video game polygon counts:
Polygons Per Character (40,000+)
- Agni's Philosophy (PC, 2012 Demo) - 400,000
- Ninja Gaiden 3: Razor's Edge (Wii U, 2012) - 122,883 (21,499 body polygons)
- InFamous: Second Son (PS4, 2014) - 120,000 (60,000 head polygons, 7500 hat polygons)
- Final Fantasy XV: Episode Duscae (PS4/X1, 2015) - 100,000 (20,000-30,000 hair polygons)
- The Order: 1886 (PS4, 2015) - 100,000
- Star Citizen (PC, 2015 Demo) - 100,000
- Ryse: Son of Rome (X360, 2013) - 85,000
- Uncharted 4: A Thief's End (PS4, 2015 Demo) - 81,000 (over twice TLOU count)
- The Dark Sorcerer (PS4, 2013 Demo) - 67,000
- Watch Dogs (PC/PS4/X1, 2014) - 64,769
- Crysis 3 (PC, 2013) - 60,000
- Dead or Alive 5 (PS3/X360, 2012) - 59,967
- Ninja Gaiden 3 (PS3/X360, 2012) - 58,158
- Halo 4 (X360, 2012) - 55,939 (24,534 body/suit polygons)
- Without Memory (PS4, 2016) - 50,000
- Uncharted 2: Among Thieves (PS3, 2009) - 45,000 (4000 hair polygons)
- Bulletstorm (PC/PS4/X360, 2011) - 43,709
- Ninja Gaiden II (X360, 2008) - 41,697
- Tomb Raider (PS3/X360, 2013) - 41,245
- D4 (X1, 2014) - 40,956
- The Last of Us (PS3, 2013) - 40,101
- Virtua Fighter 5 (Arcade, 2005) - 40,000
- Killzone: Shadow Fall (PS4, 2013) - 40,000
- Sunset Overdrive (X1, 2014) - 40,000
Polygons Per Scene/Frame (1 million+)
- Star Citizen (PC, 2015 Demo) - 11 million+
- Infamous: Second Son (PS4, 2014) - 11 million
- Agni's Philosophy (PC, 2012 Demo) - 10 million
- Gran Turismo 5 (PS3, 2010) - 8 million+ (500,000 per car, 16 cars)
- Final Fantasy XV: Episode Duscae (PS4/X1, 2015) - 5 million
- Halo: Reach (X360, 2010) - 4 million+
- Gunslinger Stratos (Arcade, 2012) - 4 million+
- Dead Rising (X360, 2006) - 4 million
- DriveClub (PS4, 2014) - 3.12 million+ (260,000 per car, 12 cars)
- Crysis (PC, 2007) - 3 million
- Lost Planet (X360/PC/PS3, 2007) - 3 million
- Assassin's Creed: Unity (PC/PS4/X1, 2014) - 3 million
- Project Gotham Racing 3 (X360, 2005) - 1.56 million (1 million for Manhattan Bridge, 80,000 per car, 7 cars)
- The Dark Sorcerer (PS4, 2013 Demo) - 1.1 million (1 million background, 67,000 character)
- Forza Motorsport 4 (X360, 2011) - 1 million+ (1 million for car in Autovista mode)
- MLB 14: The Show (PS4, 2014) - 1 million+
- STALKER: Clear Sky (PC, 2008) - 1 million
Here are the highest known video game polygon counts for their time:
Polygons Per Character (1993-2014)
- Virtua Fighter (Arcade, 1993) - 2600
- Virtua Fighter 3 (Arcade, 1996) - 8000
- Dead or Alive 2 (Arcade, 1999) - 9246
- Shenmue (Dreamcast, 1999) - 14,331
- Sports Jam (Dreamcast, 2000) - 18,357
- Virtua Fighter 4 (Arcade, 2001) - 20,000
- Resident Evil Zero (GameCube, 2002) - 25,000
- Dead or Alive 4 (X360, 2005) - 39,659
- Virtua Fighter 5 (Arcade, 2005) - 40,000
- Ninja Gaiden II (X360, 2008) - 41,697
- Uncharted 2: Among Thieves (PS3, 2009) - 45,000
- Halo 4 (X360, 2012) - 55,939
- Ninja Gaiden 3 (PS3/X360, 2012) - 58,158
- Dead or Alive 5 (PS3/X360, 2012) - 59,967
- Ninja Gaiden 3: Razor's Edge (Wii U, 2012) - 122,883
- Agni's Philosophy (PC, 2012 Demo) - 400,000
Polygons Per Scene/Frame (1988-2016)
- Winning Run (Arcade, 1988) - 1000
- Virtua Racing (Arcade, 1992) - 3000 (180,000 per second at 60fps)
- Virtua Fighter (Arcade, 1993) - 5420+ (2600 per character, 220+ for background)
- Virtua Fighter 3 (Arcade, 1996) - 33,333 (2 million/sec at 60fps)
- The House of the Dead 2 (Arcade, 1998) - 37,000 (2.2 million/sec at 60fps)
- Sonic Adventure (Dreamcast, 1998) - 50,000
- Dead or Alive 2 (Arcade, 1999) - 70,500 (51,894 background, 9246 character)
- Shenmue (Dreamcast, 1999) - 100,000 (57,150 background, 14,261 character)
- F355 Challenge (Arcade, 1999) - 150,000 (3 screens, 3 million/sec per screen, 60fps)
- Test Drive Le Mans (Dreamcast, 2000) - 166,666 (5 million/sec, 30fps)
- Rogue Squadron II: Rogue Leader (GameCube, 2001) - 250,000 (15 million/sec, 60fps)
- Rogue Squadron III: Rebel Strike (GameCube, 2003) - 333,333 (20 million/sec, 60fps)
- Virtua Fighter 5 (Arcade, 2005) - 380,000 (300,000 for background, 40,000 per character)
- Project Gotham Racing 3 (X360, 2005) - 1.56 million (1 million for Manhattan Bridge, 80,000 per car, 7 cars)
- Dead Rising (X360, 2006) - 4 million
- Halo: Reach (X360, 2010) - 4 million+
- Gran Turismo 5 (PS4, 2010) - 8 million+ (500,000 per car, 16 cars)
- Agni's Philosophy (PC, 2012 Demo) - 10 million
- Infamous: Second Son (PS4, 2014) - 11 million
- Star Citizen (PC, 2015 Demo) - 11 million+
BONE & JOINT COUNTS
Here are the highest counts for the bones/blendshapes and joints:
Bones/Blendshapes Per Character
- Final Fantasy XV: Episode Duscae (PS4/X1, 2015) - 600 (150 for face, 300 for hair & clothes, 150 for body)
- Ryse: Son of Rome (X1, 2013) - 500 (230 for head, including 30 for face)
- InFamous: Second Son (PS4, 2014) - 500
- The Dark Sorcerer (PS4, 2013 Demo) - 388
- The Order: 1886 (PS4, 2015) - 130+ (130 for head)
- Yakuza 3 (PS3, 2009) - 107 (43 for head, 64 for body)
- Average PS3/360 Games - 50
Joints Per Character
- Ryse: Son of Rome (X1, 2013) - 700 (260 for head, including 80 for face)
- Final Fantasy XV: Episode Duscae (PS4/X1, 2015) - 600+ (150+ for face, 300+ for hair & clothes, 150+ for body)
- InFamous: Second Son (PS4, 2014) - 500+
- The Order: 1886 (PS4, 2015) - 250+ (250 for head)
- Yakuza 3 (PS3, 2009) - 107+ (43+ for head, 64+ for body)
- Average PS3/360 Games - 50+
TEXTURE COUNTS
And finally, texture counts (excluding unofficial mods)...
Texture Capacity Per Character (Texels Per Texture)
- The Dark Sorcerer (PS4, 2013 Demo) - 150 MB
- Final Fantasy XV: Episode Duscae (PS4/X1, 2015) - 30 MB (4096×4096)
- InFamous: Second Son (PS4, 2014) - 28 MB
- Ryse: Son of Rome (X1, 2013) - ? (4096×4096)
- Star Citizen (PC, 2016) - ? (4096×4096)
Texture Capacity Per Scene/Frame (Texels Per Texture)
- The Order: 1886 (PS4, 2015) - 2 GB (1024×1024)
- Agni's Philosophy (PC, 2012 Demo) - 1.8 GB
- Final Fantasy XV: Episode Duscae (PS4/X1, 2015) - 1.6 GB (4096×4096)
- GRID Autosport (PC/PS3/X360, 2014) - ? (4096×4096)
- InFamous: Second Son (PS4, 2014) - 200 MB+
- The Witcher 3: Wild Hunt (PC/PS4/X1, 2015) - ? (2048×2048)
- Average PS3/360 Games - 50-100 MB
- Rogue Squadron II: Rogue Leader (GameCube, 2001) - ? (512×512)
- Shenmue (Dreamcast, 1999) - 25 MB
- Virtua Fighter 3 (Arcade, 1996) - 8 MB
- Fighting Vipers (Arcade, 1995) - 4 MB (128×128)
- Daytona USA (Arcade, 1993) - 4 MB
- Sim Drive (Arcade, 1992) - 128 KB (64×64)
Any more?
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