Gears of War, Xbox 360, 2006
Wretch – 10,000 polygons with diffuse, specular and normal maps
Boomer – 11,000 polygons with diffuse, specular and normal maps
Marcus – 15,000 polygons with diffuse, specular and normal maps
GTA San Andreas, PS2, 2004
Characters – 2,000 polygons with 1 256×256 8bit texture
NPCs – 1,200 polygons with 1 256×128 8bit texture
Gant bridge – 16,000 polygons, includes LOD
Halflife 2, PC, 2004
Alyx Vance – 8323 polygons
Barney – 5922 polygons
Combine Soldier – 4682 polygons
Classic Headcrab – 1690 polygons
SMG – 2854 polygons (with arms)
Pistol – 2268 polygons (with arms)
Halo, Xbox, 2001
Masterchief – 2,000 polygons
Metal Gear Solid 3: Snake Eater, Gamecube, 2005 (Small mistake here, it’s not on GC but PS2)
Snake – 4,000 polygons
Resident Evil 4, Gamecube, 2005
Leon – 10,000 polygons
Jak & Daxter, PS2, 2001
Jak – 4000 polygons
Jak II, PS2, 2003
Jak – 10,000 polygons*
Lost planet, X360/PC, 2007
Wayne – 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot – 30-40,000 polygons
Background – ~500,000 polygons
Peak number of polygons per frame – ~ 3 million**
Dead Rising, X360, 2006
Peak number of polygons per frame – ~ 4 million**
The Legend of Zelda: The Wind Waker, GC, 2002
Link – 2800 polygons
The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link – 6900 polygons
Super Mario Sunshine, GC, 2002
Mario – 1500 polygons
Levels – ~ 60,000 polygons
Dead or Alive series, Xbox, 2001-2004
Character – ~10,000-15,000
Vitua Fighter 5, Arcade/PS3/X360, 2006
Character – ~40,000 with diffuse, specular and normal maps
Background – 100,000 – 300,000 polygons
Medal of Honour: Allied Assault, PC, 2002
Character – 4096 polygons
Project Gotham Racing 3, X360, 2005
Cars – 80,000-100,000 polygons (interior + exterior), damages add between 10,000 and 20,000 more polygons per car
Brooklyn Bridge – 600,000 polygons (LOD might be included)
Manhattan Bridge – 1 million polygons (LOD might be included)
Gran Turismo 5: Prologue, PS3, 2007
Cars – 200,000 polygons (probably interior + exterior)
Midnight Club, Xbox360/PS3, 2007
Cars – 100,000 polygons
Gran Turismo 3, PS2, 2001
Cars – ~2,000-4,000 polygons
Gran Turismo 4, PS2, 2004
Cars – ~2,000-5,000 polygons
Lair, PS3, 2007
Main dragon plus its rider – 150,000 polygons
16x16KM scene – 134M polygons (streamed into memory, not loaded at run time)
Deathrow, Xbox, 2002
Characters – up to 7,000 polygons – 55 bones – 1024×1024 textures on the bodies and 512×512 on the faces
Mortal Kombat Deadly Alliance, PS2/Xbox/GC, 2002
Characters – ~7,000-10,000
Mortal Kombat 4, Zeus Arcade Board, 1997
Peak number of polygons per second – 1.2 million quad patches**
Mass Effect, X360, 2007
Sheppard + armor + weapons – ~20,000-25,000 polygons
Virtua Fighter 4, Naomi 2, 2001
Jacky – 14,000 polygons
Virtua Fighter 4, PS2, 2002
Jacky – 7,000 polygons
V-Rally 3, PS2, 2002
Vehicles – 15,000-16,000 polygons (Might count multi-passes)
Stages – 500,000 polygons
Kingdom Under Fire : The Crusaders, Xbox, 2004
Main characters – 10,000 polygons
Characters – 3,000–4,000 polygons
Axel Impact/DTRacer, PS2, 2003/2005
Cars – Base mesh ~12,000 polygons (max LOD)
Volume Shadow mesh – 4,000-5,000 Vert (dynamic shadows are not stored as actual polygons, hence vertex count)
Stages – ~200k polygons
Canned Boss Game Studios game, Xbox, 2002
Cars – 25000 polygons (highest LOD) – 4 textures/poly, Base texture, Reflection map, a texture used to compute a fresnel term, Shadow map, Specular highlight (encoded in the alpha channel of the reflection map)
Backgrounds – 2 or in some cases 3 textures/poly
Peak number of polygons per second – 30M polygons**
Half-Life, PC, 1998
Zombie – 844 polygons
High Definition pack Zombie- 1700 polygons
Half-Life, Dreamcast, 2000-2001 (Canned)
Zombie – 1649 polygons
Half-Life, PS2, 2001
Zombie – 2822 (Highest LOD)
Uncharted: Drake’s Fortune, PS3, 2007
Main characters – ~20,000-30,000 polygons
Drake – ~30,000 polygons
Pirates – ~12,000-15,000 polygons
Crysis, PC, 2007
Nano-suit character – 67,000 polygons (uncertain whether it’s an in-game model or not)*
Characters’ heads – ~2500-3000 polygons
Characters’ bodies – ~5000 polygons
* В игрушке может быть более урезанная версия
** Здесь может быть не точность — либо это модели задействованные в игрушке либо высоколигональные их версии.