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Dude.... seriously, look at the description on the right side:

Polygons: 409,257
Vertices: 438,054

Have you ever seen/played a space game called X3? It is noted for having really detailed ships and beautiful graphics. Well, an average polygon count on those ships is around 25000.

Now tell me, do you think there is a game out there at all that would use almost half a million polygons for anything except environments in fps games?

Both to developers and modders that model objects, polygon count is always one of the biggest restrictions. I don't think the models will be any more detailed in this game, however I am certain that the modding community will make HD skins. Just don't complain afterwards that you will need a better graphic card to run those mods, than the vanilla games.
 
its crazy to see what is possible. this in connection with euclideons unlimited detail engine ... why not in the next couple of years. but this has nothing to do with nwac ^^
 
My mother described how computers at her work get an FPS drop as soon as they try to rotate an assembly made of 5000 individual parts even though they are using rigs that use server grade CPU and motherboard (Xenon actually) and several CAD cards in SLI/Crossfire. Of course they are using parametric CAD called Pro/Engineer Wildfire, and I know that when you convert those models to polygonal ones that are used by games, it would result in millions of polygons.

Short story: even though JanH says that a game with that level on detail won't run on anything commercially available, I have a feeling it wouldn't run even the high end server grade rig that are not meant for consumer market.