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Building Quote by Tim Sweeney

“For the third generation Unreal Engine, we are building two versions of every model in our game. We are building a source model with several million polygons, between 2 and 6 million polygons. We use that model for all the lighting detail on the mesh. Then we go to the in-game version, which is…” quote by Tim Sweeney
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“For the third generation Unreal Engine, we are building two versions of every model in our game. We are building a source model with several million polygons, between 2 and 6 million polygons. We use that model for all the lighting detail on the mesh. Then we go to the in-game version, which is usually about 10,000 polygons.”

Tim Sweeney

About This Quote

Source Interview: GDC 2023, Tim Sweeney on Unreal Engine 5

Developers create high‑poly source models for lighting and low‑poly game models for performance, balancing visual fidelity and real‑time constraints.

In simple terms: High‑poly for lighting, low‑poly for gameplay.

Key Takeaway

Use two model versions to optimize both quality and speed.

Themes

graphics performance workflow optimization technology

Mood

technical strategic

Type

instructional practical

When to use this quote

  • game development
  • film V
  • virtual production
  • architectural visualization

Key Concepts

polycount management real‑time rendering asset pipeline

Questions to Reflect On

  • How do you decide the polygon budget for a character?
  • What techniques can enhance low‑poly detail without raising counts?
A Different Perspective

Low‑poly models may lack detail in close‑up shots, requiring additional tricks.

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