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Quartz sync: Sep 2, 2023, 6:51 PM
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sidney-eliot committed Sep 2, 2023
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30 changes: 15 additions & 15 deletions content/optimization.md
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Expand Up @@ -25,22 +25,22 @@ These points are roughly all the things one needs to take into consideration whe

I didn't add platform because basically all are both PC and Console. The focus here is mainly the characters of games, except for if explicitly stated differently.

|Example|Polycount(tris)/ LOD's|Texture Maps|Map Channels/ Bit Depths|Links
|Example|Polycount (tris)/ LOD's|Texture Maps|Map Channels/ Bit Depths|Links
|:-:|:-:|:-:|:-:|:-:
|Overwatch - Blizzard - 2016|4 LOD's: LOD0=45k, LOD1=22k, LOD2=11k, LOD3=5.5k. Plus around 15k for weapon|2k (Emissive is usually reduced to 1024 or 512) The same set is made for weapons at 1024x1024. Heroes with visible skin also get a blood map (24 bit RGB) that our skin shader uses to fake sub-surface scattering. All textures must be under 30mb after block compression|Color (24 bit RGB) + Ambient Occlusion (8 bit gray), combined into a 32 bit RGBA map. Specular (8 bit gray) + Roughness (8 bit gray), combined into a 16 bit map. Emissive (8 bit gray)|[Source](https://polycount.com/discussion/170394/technical-study-overwatch-image-heavy)
|Resident Evil Village - Capcom - 2021|Lady Dimitrescu is 350k. And the Duke is 300k
|League of Legend - Riot|
|Killzone Shadow Fall - Guerrilla Games - 2013|LOD1=40k, LOD7=150
|Call of Duty: Ghosts - 2013|LOD0=23k
|The Order 1886 - 2015|100k
|Rainbow Six Siege - 2015|40k|3 x 2k maps
|Street Fighter 5 - Capcom - 2016|80k (more than half of that in head)
|Dishonored 2 - Arcane Studio - 2016||||[ArtStation](https://www.artstation.com/artwork/QwAqr)
|Final Fantasy 15 - Square Enix - 2016|100k per character of that 20k for hair|||[Source](http://gematsu.com/2014/12/final-fantasy-xv-detailed-famitsu)
|Nier: Automata - PlatinumGames - 2017|100k
|Horizon : Zero Dawn - Guerrilla Games - 2017|Thunderjaw=550k, Alloy's Hair=100k|||[Source](https://www.technobuffalo.com/horizon-zero-dawn-eyes-on-preview-post-post-apocalyptic), [ArtStation](https://www.artstation.com/artwork/EDbk4)
|Fortnite - Epic Games - 2017|LOD0=23k
|Fractured Space - 2016|Spaceship = 30-280k
|Overwatch<br>Blizzard<br>2016|4 LOD's: LOD0=45k, LOD1=22k, LOD2=11k, LOD3=5.5k. Plus around 15k for weapon|2k (Emissive is usually reduced to 1024 or 512) The same set is made for weapons at 1024x1024. Heroes with visible skin also get a blood map (24 bit RGB) that our skin shader uses to fake sub-surface scattering. All textures must be under 30mb after block compression|Color (24 bit RGB) + Ambient Occlusion (8 bit gray), combined into a 32 bit RGBA map. Specular (8 bit gray) + Roughness (8 bit gray), combined into a 16 bit map. Emissive (8 bit gray)|[Source](https://polycount.com/discussion/170394/technical-study-overwatch-image-heavy)
|Resident Evil Village<br>Capcom<br>2021|Lady Dimitrescu is 350k. And the Duke is 300k
|League of Legend<br>Riot|
|Killzone Shadow Fall<br>Guerrilla Games<br>2013|LOD1=40k, LOD7=150
|Call of Duty: Ghosts<br>2013|LOD0=23k
|The Order 1886<br>2015|100k
|Rainbow Six Siege<br>2015|40k|3 x 2k maps
|Street Fighter 5<br>Capcom<br>2016|80k (more than half of that in head)
|Dishonored 2<br>Arcane Studio<br>2016||||[ArtStation](https://www.artstation.com/artwork/QwAqr)
|Final Fantasy 15<br>Square Enix<br>2016|100k per character of that 20k for hair|||[Source](http://gematsu.com/2014/12/final-fantasy-xv-detailed-famitsu)
|Nier: Automata<br>PlatinumGames<br>2017|100k
|Horizon : Zero Dawn<br>Guerrilla Games<br>2017|Thunderjaw=550k, Alloy's Hair=100k|||[Source](https://www.technobuffalo.com/horizon-zero-dawn-eyes-on-preview-post-post-apocalyptic), [ArtStation](https://www.artstation.com/artwork/EDbk4)
|Fortnite<br>Epic Games<br>2017|LOD0=23k
|Fractured Space<br>2016|Spaceship = 30-280k
|Star Citizen|Spaceship=30mil

## Links
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22 changes: 22 additions & 0 deletions quartz/styles/custom.scss
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@@ -1 +1,23 @@
// put your custom CSS here!

img, iframe{
border-radius: 12px;
}



table {
border: 1px solid gray;
width: 100%;
padding: 1.5em;
border-collapse: collapse;
width: auto;
table-layout: fixed;
}

td, th {
padding: 0.2em 1em;
border: 1px solid gray;
word-wrap: break-word;
white-space:pre-wrap;
}

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