Hi All. I found similar answers when first starting Unity 1.5yrs ago. Coming from NWN1 (very low poly) and 2 (2k ish ?) I wanted to know what was considered Next Gen.
Through serious testing and clues from topics like …testing with 1, 10, 25, 50, and 100 Characters Dancing (all randomly) without chugging.
Environment was a wooded ‘Druid’ setting with and without scripted occlusion (M2H Culling). Dynamic lighting and weather (Unistorm) is turned on. So plenty of trees with a slight wind to shuffle them around.
PC is an Asus ROG i7 16GB RAM 7200RPM HDD nVidia GTX660M <= Nice PC but lower on the High End rigs.
Nude Biped: 32-37k Tris (Tested with Mixamo Fuse, and Genesis)
Alpha Hair: 15k Tris
Draw Calls were 6 (Mixamo Fuse) and 10 ( Genesis…had to do quite a bit of group combining of like textures in Blender to get the draw calls optimized)
Added via Code a randomly changing set of clothing outfits (torso, legs, feet) during the above testing. 0=Nude, 1=10k, 2=15k, 3=25k, 4=50k, 5=75k
- Mixamo Fuse characters come with clothing and very well optimized…totaling still 25k tries with 2k textures and normal maps. They look great. Still at 6 Draw Calls. Issue is…cannot simply swap clothing. So they stayed at 25k Nude for the testing.
During the testing at 50 characters with the 50k clothing outfits was where the results seemed to be the best visually at 100 characters. At 25 characters and 75k clothing things ran flawlessly. Even at 50 characters at 75k clothing it was not bad at all but the PC was really working hard.
I can state without a doubt that a newish PC with a nice graphics card (Passmark of 1500+ ://www.videocardbenchmark.net/high_end_gpus.html) will nab you with a 100k budget per character without even denting the computer. You could up that budget to 200k if you limit the character counts to 50.
The Single Largest influence during testing was turning M2H Culling ON (basically makes the ‘hidden’ polys not render at all from the camera’s perpective). The result would be the same in multiplayer as well since each camera has it’s own culling happening. There is an enormous performance hit when turning a nice occlusion system OFF. In my opinion much less needs to be done in LOD work with a proper occlusion system functioning. very much surprised me. I was very pleased since I really only needed 2 LOD levels and that was going to be specifically directed at vegetation.
Having great normal maps and detailed textures really helps with the Hi-Rez feel. Nice thing is it costs the GPU nothing to render since it it painting the entire texture in 1 draw call per texture. If you have a nice atlasing system you can essentially combine all the separate textures into one in game atlas for…1 draw call for the everything on the character. Generate a new atlas at every clothing outfit switch.
**I do not know if UE4 can do texture atlas optimization.
Lastly, and definitely worth stating again, shaders have a huge impact on the GPUs. They come in all sorts of flavors as we all know. These must be tendered carefully or they will destroy your visual budgets.
So a very solid opinion for Next Gen is roughly 50k to 200k budget per character.
My design basis…100k per character @ 100 characters on display at one time in a multiplayer environment with tight control on the style of VFX and shaders. has a great ‘feel’ to it.
Happy Designing!