Here’s an assortment of polygon counts in various games. I discovered most of them myself by ripping N64 models, so naturally, most of these games are for N64. Exceptions will be marked with an asterisk and the source (or at least the type of source, if that’s all that is available) will be given.


“Scene” is how many polygons were present during a model dump. This indicates how many polygons are being displayed and processed. However, the number of polys actually on the screen may be significantly lower. (For example, Kirby 64 keeps entire levels in memory, when only a small segment is actually onscreen at any given time. Oh, and speaking of Kirby 64- that’s a pretty impressive demonstration of realtime cutscenes, isn’t it? 60 frames per second, and several thousand polys onscreen!)


“Model” is, unsurprisingly, how many polygons are used to make a single model. I try to get the main character, plus a few extras, although that’s not always possible.


Note: The N64's supposed polygon rate is ~100,000 polygons per second (about 1700 per frame at 60 frames per second, and 3300 per frame at 30fps). You’ll notice that some games push past that (F-Zero X does almost 3000 at 60fps in the vehicle select), and others don’t even try (that’s you, Star Fox!). GCN, in comparison, supposedly does 7-12 million polygons (117,000-200,000 at 60fps or 233,000-400,000 at 30fps) and peaks at 15 million. But do the model rips measure up?




Name

Scene

Model

007: The World Is Not Enough

6501 (start of first mission), 5262-6594 (mid-mission cutscene), 4988

673 (Receptionist), 599 (Bond’s arm), 579 (James Bond)

Automobili Lamborghini

1985

228

Banjo-Kazooie

2562 (opening), 3699-4553 (file select), 3354 (spiral)

783 (Banjo), 1323 (Banjo and Kazooie in opening), 503 (low-poly Banjo), 276 (ant), 166 (Kazooie’s upper body)

Beetle Adventure Racing

2398

? (the game removes polygons not in direct view)

Castlevania

2761 (castle intro), 2829 (at first skeletons)

~1300 (castle), 248 (skeleton), 403 (Carrie)

Deadly Arts

1816

719 (Kai), 716 (Azami), 22 (shadows)

Diddy Kong Racing

2309 (start of Star City), 2753 (character select)

253 (Rare), ~200? (character upper body) 291 (Diddy’s full body)

Donkey Kong 64

5835 (Production room, viewed through a window)

704 (Donkey Kong), 452 (Kasplat)

F-Zero X

2859 (vehicle select), 1296 (start of Rainbow Road), 1998 (4P on Fire Field), 382 (Time Attack start)

144 (Blue Falcon)

Goldeneye 007

4443 (beginning of stage 1)

1018 (Nintendo logo), 748 (Bond in the intro), 281 (enemy), 161 (silenced PP7), 411 (hand)

Kirby 64

4618 (opening), 1982 (title), 3336 (first cutscene), (5260 first stage)

736 (Kirby), 399 (Dedede), 1020 (Kirby cutscene), 589 (Fairy thing cutscene)

Jet Force Gemini

2089? (Sekhmet first room)

? (jumbled rip)

The Legend of Zelda: Majora’s Mask

5272 (Clock Town in intro)

802 (Link (as seen in intro- with equipment?)), 180 (Majora’s Mask), 717 (mask man), 406 (carpenter)

The Legend of Zelda: Ocarina of Time

2925 (Hyrule Field in intro)

757 (Teen Link (with shield)), 492 (Epona)

Mario Golf

2632

468 (Peach)

Mario Kart 64

730 (Yoshi Valley)

4 per character (no kidding)

Mario Tennis

3996 (character select)

1948 (high-quality Toad), 365 (Toad), 458 (Mario), 495 (Peach), 464 (Bowser)

NFL Quarterback Club 2000

10874

203-359 per player

Perfect Dark

1578-2784 (Carrington Institute), 6848 (Carrington Villa start)

239 per arm, 388 (Institute guy (low-detail?)), 776 (Institute girl), 384 (sniper rifle), 873 (Joanna)

Pilotwings 64

1740, 2542, 3086

306 (Lark)

Pokémon Stadium

1610, 2112, 2717 (Intro), 908, 1581 (in battle)

700 (Scyther, Nidoking), 710 (Sandslash), 600 (Charizard), 300 (low-poly intro Pikachu), 723 (Pikachu), 692 (Jigglypuff)

Pokémon Stadium 2

1687 (starting battle), 1980 (in battle), 1440 (Eevee game), 1658 (Cleffa/Igglybuff game)

254 (low-poly mini-game Cleffa) 285 (low-poly Eevee), 648 (Eevee), 677 (Poké Ball), Pokémon have the same polygon counts as in Stadium 1

San Francisco Rush 2049

8879 (start of track 1), 7075 (track 1), 8076 (start track 2), 7338 (start track 3), 9275 (start track 4)

585 (Rocket ZX)

Star Fox 64

2334 (title screen), 868 (early in Corneria), 973 (Corneria city)

419 (full-detail Arwing (with Fox head)), 461 (Fox)

Super Mario 64

1377 (haunted stage), 2352 (Bob-Omb Battlefield)

1213 (high-poly Mario head), 752 (Mario), 144 (Goomba), 1002 (Bowser)

Super Smash Bros.

1444 (room), 2497 (running scene), 1122 (Sector Z), 3874 (Yoshi team intro screen), 5623 (polygon team intro)

474 (Master Hand), 320 (Mario), 256 (Kirby), 317 (Pikachu), 306 (Fox), 338 (Link), 318 (DK), ~200 for low-detail models (when the camera zooms out)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

*The Legend of Zelda: Twilight Princess

 

~7000 (Link), ~4000 (Zelda) (downloaded rip)

*Resident Evil

 

~25000 per character (online source)

*Resident Evil 4

 

~10000 (Leon) (rumour)

*Sonic Adventure 2: Battle

12987 (start of Green Hill)

2941 (Sonic) (downloaded rip)

*Sonic Heroes

 

2740 (Sonic), ~3000 (various characters) (downloaded rip/replica)

*Super Smash Bros. Melee

 

~5000 per character (viewed a model rip)