How many polygons does a real, full human body have, Yea Forums?

how many polygons does a real, full human body have, Yea Forums?

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Other urls found in this thread:

en.wikipedia.org/wiki/Coastline_paradox
en.wikipedia.org/wiki/Motion_blur#/media/File:Figure-Animation2.gif
twitter.com/SFWRedditImages

...

One for each organ and bone

That's fucking nothing.

I guess cells would be polygons, so a lot

and yet it's still flat

at what FPS does real life run at?

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>he wants subhuman nigger cheeks
spotted the gorilla

how ever many photons per second hit your eye, next question

Depends on how many enemies onscreen

this is fake btw

60000 triangle cube is clearly better than the other three, are you people blind?

POM ought to be enough for everyone.

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nigga they all squares

Potentially infinite since you can just keep zooming in.

it's not fake, he legitimately quaded her butt and subdivided the fuck out of it. It's just not OFFICIAL

>let that sink in
god I wish

How many atoms does the surface on a human body have?
About 1.9*10^43 fps.

sink into my face

infinity and/or zero, depending on your definition of "polygon"

>Driving in a car going up a slight hill
>Can see through the ground into the void
How can devs be so lazy?

Six thousand and five polygons per krundle.

what do 300000 polygons feel like sitting on your face?

that makes it fake though

I like when developers put minimum amount of polygons on a model and then mask the lack of detail with smart texturing.
Kojima productions is very good at doing this.

However many you want, brah.

en.wikipedia.org/wiki/Coastline_paradox

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like being poked by thousands of pointy triangles

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None. Real life uses a voxel-based rendering engine. Every atom is a voxel.

And yet it's still just the right size and shape. Besides, 2B having a giant ass was always a meme, she has great hips and thighs with a small waist.

>inb4 fags say its fake

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That's paralax mapping doesn't count

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Right image is definitely clearer, get your eyes checked console-san.

based

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If you want a game that runs at 1 frame per 3600 seconds, feel free to model subsurface characteristics. There's even free software like Persistence of Vision that can help you do this.

Otherwise, STFU and be glad the imperfections aren't launching your car into the fucking sun.

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I'm pretty sure there's only one dev, and he gave up on patching a long time ago. He doesn't even give any updates anymore.

How many teraflops have the real life?

This image is a hoax.
The 6000 triangle square was rendered first, the 600 and 60 are downgraded from that, and the 60000 was made from the same model. The amount of triangles may be 60000, but they're used as if it's barely 10000.

what's the server capacity of real life?

... user

Thats the same image and a bait, retard.
>imb4 just pretending

I work for EA as an artist
they told me that their engine can manage a lot of polys
I showed them my work and told me to add more just for the sake of it, I tought images like this were a meme but companies usually think this way

About 1 billion, the rest are NPCs.

images can't show frames per second, retard.
>inb4 just pretending

You can't be this new.

That's the joke, retards.
>Imdb4.0 just pretending

The Joke
--------------
You're head
>inb5 just pretending

>you're head
>inb5
>inb4 just pretending

>2Bs ass
>flat
goddamn you whale hunting niggers are blind, calm down capitain ahab

Imagine being this imaginative.
inb6 just pretending

CALL ME CAPN AHAB BECAUSE MY MOBY D I C K IS HARPOONING 2B'S 5000LBS OF ROBOT ASS AN PUSSY

Frostbite is shiiiiiiiiit

source

Yes if all games were minecraft

based retard

>remembering all the retards that unironically said the human eye cant see above 30 frames per second

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Imagine being such a deluded weeb you think vidya modeling applies to real life. have sex

kek

>Let that sink in and turn you into a vegetable

it can but it's objectively worse

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24

shomin sample manga

Oh shit it's been so long since I read any of that I had forgotten about it. Funny shit

what fps does my hand move at? it's still blurry

How about just stopping the camera from clipping you dumb subhuman? Do I need future tech for that too?

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funnily enough, this is this man's game

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I could subdivide Yoshi's mesh from Mario 64 until it had so many polygons all the world's supercomputers together couldn't render it.
Doesn't mean anything.

This

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Guess what idiot. I'm not just pretending. I am legitimately fucking retarded.

guess he got enough backlash for those tweets to do a 180

delete this

God fucking damn it, I've been had.
But hear this.
Me too.

>TWT tournament near me in a few months
Realistically, how much should i play as yellow to improve enough to at least get out of pools?

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It would be based on your brains process speed

>Me too.
Go back to Twitter, tranny

you know that your eyes don't see distinct frames at regular intervals of time, right? its why the 24 fps cinematic experience works.

What's twitter?

Would 120000 fps look any different to 120 fps?

this is what real life looks like incel

High speed cameras

a bird

Wow.

I'd let that sink in on my face haha

These are the miracles that can happen when your company doesn't have an (((ethics department)))

I knew the ruskies were lying when they said their fat old hind was fast, it's actually just a jet.

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it's fake lol

*fast for a helicopter

GameFreak is so fucking lazy

Damn, and here I thought I had played Nier: Automata. Turns out it was fake all along.

Doesn't matter.
That ass is still a miracle.

>how about just do something that is as impossible in computer terms as you jumping into the sky and swallowing the sun in one bite
Yeah, you need future tech that can predict exactly what a player will do for at least 0.25 seconds into the future. Unless you're living in the Minority Report universe, though, you're SOL.

Nier is a square enix series.

An average human has approximately 8×10^27 atoms, of which around 5% is ass so 4×10^26 atoms of ass. Each atom can further be divided into geometrical shapes protons and neutrons (baryons have no significant geometric properties), which then can be divided into fermions and bosons. You're probably looking at around 8×10^28 geometric objects, which to be simulated require in effect at least 8×10^30 unique numbers and at double word precision 2.56×10^32 bits of ass.

That is more than 2.56 petapetabyte of information. More information than every computer on earth could store to accurately simulate one ass.

So better post pics of your boipucci.

So you want a camera that gets stuck on everything?

Are you fucking retarded? How do you think you can't program a camera to know "this inputted movement will lead me to clip through the mesh, so I will halt before that"? By your brainlet logic how do games stop characters from walking through walls, after all they can't "predict player input", right?
Have you only ever played games from incompetent retards, or have you just never tried pushing the camera through the floor? Hint: it doesn't go through, it's basic actor collision, go ahead and boot up any AAA third person game and try looking under the floor, see what happens (I say AAA because otherwise you might dig up some trash indie made by a Pajeet or Russian who can't code a for each loop)..

Obviously the ethics department is new, or otherwise had its role recently expanded to include management of unethical jiggly-bits.

fpbp

At lest 1 milion, maybe 2

no retards its as simple as adjusting your y-coordinate until you are out of the ground before you render the frame. this is basic shit that 14 year olds making platformers can do.

If you zoom in long enough the answer will be 0

>By your brainlet logic how do games stop characters from walking through walls, after all they can't "predict player input", right?
>doesn't realize players clip through walls all the time
>watch the knees in this clip

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You don't even know the difference between a collision capsule and the character mesh.

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Busy sniffing the screen

I'm looking at the model I got from smutbase and it doesn't look like 300k polygons.

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>By your brainlet logic how do games stop characters from walking through walls, after all they can't "predict player input", right?
not him, but colliders. and you can kinda predict where the player/object will be based on input and inertia and react accordingly.

It looks like over 300 kgs

that's not a game though

>doesn't even know the difference between a collision map and the world mesh before bitching about cameras

>300k polygons
I dont get why that's impressive, modern models obviously use more polygons, no shit

you're retarded if you think is the same problem as is described in
>By your brainlet logic how do games stop characters from walking through walls, after all they can't "predict player input", right?
Stopping characters from walking through walls is a problem with fps and collision detection, but that has been solved already because you don't need to "predict" anything.

fucking retard. Talk to me again when you know what voxels are... fucking mongo

>you know that your eyes don't see distinct frames at regular intervals of time, right? its why the 24 fps cinematic experience works.
Nope it only works since movie cameras work like human eyes and gather info from longer periods instead of taking an instant snapshots, the natural motion blur created this way allows your brain to fill in the missing info and tell you you are watching something smoother, this brakes at fast jumping cuts and the illusion fails apart
24 fps doesnt work naturally, it only works since camera operators know their job and know how to adjust focus, and camera speed but i see a lot of movies with bad camera work that look like jaggy jumping shit. Take fast moving recoriding with your cellphone at 24 fps and tell me it works.

>you can kinda predict where the player/object will be based on input and inertia and react accordingly.
Precisely, so there's no reason for a camera to clip through your ground geometry. There's no reason for your camera to clip through anything, but obviously it can happen that you have imperfections in your level collision meshes that cause it, but the ground is by far the easiest one to prevent this in.
>collision map
What even is a collision map you brainlet? The only colliding things in that webm is the character capsule (likely disabled/restricted when climbing ladders anyway) and the level collision mesh. The reason the knees or other parts of a character mesh clip into other meshes is because it's COSMETIC, the polygons you see on the character and the level aren't colliding, the actual parts colliding are not visible in game. A camera however does not have a cosmetic mesh attached to it, it has no reason to clip into anything because it should just be a sphere collider (if even that, really).

>movie cameras work like human eyes

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>The only colliding things in that webm is the character capsule (likely disabled/restricted when climbing ladders anyway) and the level collision mesh.
P.S. there's nothing actually colliding in that webm because it's not in-game, it's a canned animation in a render, but assuming the same situation in a game, that's what it would be.

>so there's no reason for a camera to clip through your ground geometry.
unless your solution doesn't calculate quick enough, you have a really slow physics timestep, etc.
>but the ground is by far the easiest one to prevent this in.
depends on the ground really. if you spawn the ground in chunks or some such, you might have inaccuracies at the seams, but it all depends on your engine, models, etc.

1 second is about 1.855×10^43 planck times.
So 18550000000000000000000000000000000000000000fps.

I'd let it sink in on my face

I dont mean physically you dumb mouth breather, but in the fact they have exposure time, and same as your brain in a 1/24 of a second will send all info it gathers so does a camera will combine it into one, while cgi instead creates a single instantaneous frame that lacks any information from before and after it.

/thread

>2B ass
>flat
looks big to me
post a no-flat ass then

>unless your solution doesn't calculate quick enough, you have a really slow physics timestep, etc.
Obviously, but at any decent framerate it won't be an issue. There's no reason for the camera to show the void below the terrain mesh if you push it down in normal situations.
>depends on the ground really.
Yeah that depends on implementation, but usually in most places the ground is a continuous and relatively smooth mesh (seams are a relatively tiny percentage of the terrain), so it's not as likely to cause camera fuckery as more complex things (e.g. littered alley with trash bins, cardboard boxes, dumpsters, AC units, etc making lots of little nooks and crannies where a camera collier could cause issues, but I think most modern games take care of that no problem too).

>this entire post
fucking hell. yeah, the brain totally gathers light in 1/24th of a seconds and the arbitrarily cuts that off and begins a new magical frame. you solved it bro. also that's why the older black and white movies are faster, since human eyes see faster in black and white. also
>, while cgi instead creates a single instantaneous frame that lacks any information from before
en.wikipedia.org/wiki/Motion_blur#/media/File:Figure-Animation2.gif
also
>and after it.
shit bitch, i forgot cameras and human eyes can see into the future. you really cracked it

i get you bro, but
>but usually in most places the ground is a continuous and relatively smooth mesh
i wonder. i'm 99% sure the ground in a lot of games, especially stuff like mmos, open world games etc, is divided into stitched chunks. this is important for lod display, but also i think there's just physical limitations on how much a mesh can be. i think in unity, you can't have a mesh with more than 65k vertices. also mesh colliders that big would be stupid expensive, but then you don't make a mesh collider in lod0.

Planck time can only be applied to a single elementary particle, in this case a photon, as the whole universe dosnt move at once in unison, not to mention at single speed.
So till it would be infinite number of frames as virtual particles get created and annihilate them self everywhere all the time.

it would be too inefficient and unnecessary

>fucking hell. yeah, the brain totally gathers light in 1/24th of a seconds and the arbitrarily cuts that off and begins a new magical frame. you solved it bro. also that's why the older black and white movies are faster, since human eyes see faster in black and white. also
And where did i say it sends info in 1/24 second intervals?
It does send it in intervals, a single cone or rod cell will send out information at a maximum of around 15 times per second due to synapse structure, but since they dont work at once and have a delay on top depending on how much light hits them, not to mention cone cells are more sensitive to light coming up with a single number even for a single cell is impossible as it will vary on lighting condition age and half a dozen other factors.

But yeah, it does it in intervals mr smartass.

>shit bitch, i forgot cameras and human eyes can see into the future. you really cracked it
No, but computers can you dumb shit, can create motion blur alongside director vector without the need for overlaying frame information.

>is divided into stitched chunks.
It definitely is, it just depends on how many there are, however seams will still be relatively rare, and chances are if your camera is clipping, it's an issue with retarded programming (or trash performance) rather than having accidentally caught a seam. Not to mention I'm pretty sure most camera colliders will use some form of sphere collision, so even if you catch a seam which for some reason is large enough to bypass collision, the collider would not allow the camera through (because its radius would be way larger than any seam).

The human eye cant see more than 1 ass per second

This is fake and gay btw

i'm sure it's possible to have a higher aps

Reality isn't divided into polygons.

Actually, every particle does update in lockstep with plank time. Otherwise quantum entanglement wouldn't be possible

prove it

Unless you make them do so, like with polymers.

Atoms make up molecules, making up non-uniform shapes which don't arrange like polygons. Polygons require three vertices to form.
Humans are not computers. They don't work like computers.

Atoms aren't real

Of course, there are polymers, but the human skin is not made up of polymers.

>But yeah, it does it in intervals mr smartass.
so like, all of those cones and rods just do it at exactly the same time?
also the funnies shit is that even most of the cameras don't gather whole frame info at the same time due to shutter effects and such.
>, can create motion blur alongside director vector
then it's not motion blur, it's just blur.

Hobbit at 48fps did look like shit, but jesus I couldn't imagine thinking that vidya at 30 is better than 60+

so more like voxels, then

This is the most beautiful butt and proof that humanity has transceded God.

>60fps console games according to this idiot look like "a PC game from 2000".
>MUH CINEMMMMMMMMMMMMAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
>ALL CONSOLE GAMES NEED TO BE CINEMATIC!!!!!!!!!!!!!!!!!11111111 WAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The nature of quantum entanglement isnt known, if its controlled by outside force and not by hidden variables included in particles them self then it would still work even if planck time movement wouldnt happen at the same time.

>What even is a collision map you brainlet?
a simplified map used to calculate collisions between objects and the world map, dumbass
it's on Wikipedia, whereas your "collision capsule" bullshit isn't

No they aren't.

Bump

That's frame interpolation. Not 60fps. Webms can't do that. Nice one dumbfuck

That's what your average Sonytard actually believes

memed

My retard high school physics teacher said this and I had to call him out, I even showed him a 60 fps youtube video next to 30 fps and he wouldn't change his mind.

I went, just to make sure...

lmao what a retard

Rage 2 is 60fps on X & Pro. Its a pretty ballsy move but shame the game didn't sell. If people dont support 60fps no one will bother to implement it on consoles.

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this, real life doesnt seem as fluid as 144hz, because the brain has to identify deep and other stuff real life has.

I'd love to let that sink right into my skull 2bh

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