I do 3D character modeling, I've worked on a Xb360 game as a 3D modeler ; i can 'read' ingame assets like character models ; thus i'm able to compare polygon budgets a bit better than anyone who doesn't know graphics.
Anyway, I made some comparison screens. The white outlines show the polygon quads / rows of poly edges. Always look at the silhouette to get an estimation of the model it's polygon count. As you can see ; the PC version is a clear downscale of polybudget compared to the Xbox360 version, and it's certainly not only that particular Sam model ; also NPC's and other ingame Sam models which feature more polygons in the XB360 version. Some other dude posted Okhotst screens where you can clearly see the more detailed textures on the guard his trenchcoat arm ; the guard on PC version also features less polygons than on the XB360 version. Count the poly edge rows. Ubi tried to compensate the lack of polygons in the PC version by adding strong normal maps where polygon geometry would be in the Xbox360 version : but normal maps can't fool the eyes of a 3d modeler and gamers who want 100% value for money.
...and yes, the screens were taken on my PC (X1900XTX) with "MAX Next Gen settings"
PC screenshot 01 : less polygons
![]()
PC screenshot 02 : less polygons
![]()
Xbox360 screenshot 01 : more polygons
![]()
PC versus XB360 screenshot : more polygons and better textures on XB360
![]()
Why does the PC version features lower polygon assets ? Well because of the lowest PC denominator : graphics cards of yesteryear like the 6800's with only 6 vertex pipelines ; those can't push the Xbox360's polygon budget.
Anyone who thinks the PC version = Xbox360 version, graphically speaking, or even better ; is fooling him/herself.<div class="ev_tpc_signature">
"You're MINE !"



Reply With Quote



