Ryse’s Armor Compared Between 130 Million Polygons Per Character and the Final 85,000 on Xbox One

on April 3, 2014 7:50 PM

During a presentation at Games Developer Conference CryTek Senior Character Artist Abdenour Bachir showcased a few pieces of armor from Ryse: Son of Rome as they were modeled in extra high resolution for pre-production, a phase during which characters easily reached 130 million polygons each, and the final version that actually made it to the game on Xbox One, with Marius’ character optimized down to 85,000 polygons.

Below you can see both versions for two different suits of armor, including two animated GIFs to let you better appreciate the evolution of the models. As usual, you can click on each picture to enlarge it, and to start the animation for the GIFs.

High Resolution


Final Model


Animated GIF


High Resolution (untextured)


Final Model


Animated GIF



And here’s another suit of armor in its high resolution version, as a bonus.

Armor2_HR Armor4_HR

The difference is visible, but you definitely have to squint, because when models are optimized a lot of the detail that is normally depicted by polygonal structures gets turned into normal maps. Of course no current console (or PC) would be able to run a game with characters counting 130 million polygons, making it a necessary process.

Yet, maybe one day we’ll be able to play games with that kind of polygon count after optimization. We might be quite a lot older by then, but good things come to those who wait.

In the meanwhile you can check out the full slides of the presentation here, or read our full recap.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.