polygon for UE4?

Hello everyone I have for the past year been working on some non animated game assets and others that will be animated. One of my game characters is around 2 million polys and with Zremesher and decimation tool i can get down to 50k polys. my wepons (handgun) is around 20k polys. What I’m asking is, for a turn-based RPG like FF7 what is a good polycount for my game per model animated? I have substance painter, blender, Zbrush, Toolbag, and quixel as my main software!

I should also note that those models have the bitmap.

It depends on your game -> which platform, which style (realistic,…), how many assets will you use in your scene,… I personally would recommend: stay as low poly as possible! :slight_smile:
Also make sure to not forget the draw calls -> e.g how many materials you use for your meshes

Not really realistic since this is only a two person team to develop the game. We are using substance painter for our materials and a little in blender 3d, so they will be layered. I’m looking to have 4 playable characters like FF6 with either up to 5 enemies on screen or one massive huge boss. I know that the game for PS4 Horizion Dawn Zero massive boss was over 500k with moving parts in an open world. I’m just want to get an idea of when enough would be enough before performance issues hits.

There still won’t be a clear answer to that question, since performance depends on so many factors and not only on your characters polycount. You can go with thumb rules here, but not much more. I’d say: just try to achieve the maximum prettiness with the lowest polycount you can. If some detail doesn’t matter/is invisible, kill it. If something doesn’t look detailed enough, go add some more.

With that in mind, 50k does sound reasonable. Just try to look at it from the above perspective :slight_smile:

There still won’t be a clear answer to that question, since performance depends on so many factors and not only on your characters polycount. You can go with thumb rules here, but not much more. I’d say: just try to achieve the maximum prettiness with the lowest polycount you can. If some detail doesn’t matter/is invisible, kill it. If something doesn’t look detailed enough, go add some more.

With that in mind, 50k does sound reasonable. Just try to look at it from the above perspective :slight_smile:
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Okay i’ll roll with it! thanks for the reply everyone!

My character have around 60k polygons and I can have 10 of them on the screen at the same time and I lose maybe 4 or 6 fps. You will have no problems with 50k polygon character. :slight_smile:

Thanks Blueman! I was seeing how some of the other games were using just 25k poly chars and thought mine were a bit too high. Might I ask, how many polys are your weapons?

I have a gun with 15k polys. :slight_smile:

Edit: You lose most performance when you place first object\character in the scene and then you can copy that object and you will lose almost no performance.

I recommend you to test and see how it goes for you :slight_smile:

okay, once i get everything situated i will post results! :smiley:

Also I recommend to get in the habit of measuring vertices, rather than polygons. It’s possible to export two different characters/weapons/whatever at the exact same polygon count, but potentially have drastically different vertex count based on UV layout(s) and smoothing groups. Even with the same polygon count, they can have significantly different memory payloads as well as runtime performance characteristics. This is especially important when modifying vertices in the materials by using World Position Offset or displacement, or using the paint tool to color the vertices of static mesh actors. Also some runtime shadowing techniques are sensitive to dense vertex counts.

For those new to the idea of controlling vertex performance, I’ve found Alec Moody’s video explaining the issue in the best way for beginners: ?v=ciXTyOOnBZQ

Our budget for player models, excluding hair and weapons, is 200K. It’s that high not because we “will” have 200k player models but one has to consider that Unreal 4 is what’s called a closed edit environment where the “source” really needs to be of higher than normal quality so one can make use of the optimization tools available in side of Unreal 4 to out put the desired result to a given platform as well to make use of in areas where performance is not an issue, player selection and load out menus for example.

The same goes for textures that makes up a material as the output resolution of say a 2-4K image can be set to that ever the required resolution should be as being reasonable.

To put it in perspective do you start out making a move based on the fine out put using 512X source or do you start with a quality level that your video editor can support?

In all things though it’s far easier to take to much and make it less than it is to try and make not enough do more at the root asset level