I believe I read somewhere that most models in Doom3 and Quake 4 (PC versions) were around 10K per character, before normal mapping which bumped the perceived polys to the range of 100K
PGR3 might have 90K polys per car but it also had an engine purpose built for the 360 and still can't run at full rez and can't use full FSAA, AND still only runs at 30FPS, couple that with the fact you're limiting the game to only 8 cars, and car's arn't really animated at all (basically it's a giant block with 4 wheels that move in 3 of 6 axis).
Then you have THIS game that has a character with more movement and animation in one of her fingers then an entire car model in PGR3.
Remember you typically need to improve the poly count on an EXPONENTIAL scale to improve the visual appeal on an incremental scale.
I've been told DOA4 and the upcoming Rumble roses only use 50K polys per character and those games only have 2 characters on the screen at a time. No to mention the "Rubie" tech demo ATI put on to demo the Xenos only used 70K average poly's per character, And that's a TECH demo with no AI Physics, or logic of any kind, optimized for that processor and that processor only meaning no game will probably ever touch that.
Also you don't know how many on-screen baddies they plan on having on screen at a time in TRL. If there's 20 or 30 then 20K is a pretty impressive number
putting it in that perspective I can't imagine why you'd like think 20K poly's is being "held back" This post has been edited by twistedsymphony: Feb 9 2006, 07:07 PM