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#1 |
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Senior Member
Join Date: Jun 2005
Location: Bridgewater, NJ
Posts: 3,191
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I had posted an earlier question regarding the fill rate and it was concluded that both consoles had plenty of fill rate.
What i am wondering is if theres a similar number of polygons where youve reached a technical or perception threshold where 'enough is enough'? How many polys can each console produce without any CPU help? Assuming 60fps, are these numbers enough? If you bring in the 2 CPUs and the bandwidth to/from them into the equation, how many can each system theoritcally produce? How many can they resonaby produce (i.e. no one would use all 3 xenon cores for triangles)? SO at the end of the day does either console have a polygon advantage based against how many are 'enough' (that is, if theres ever enough J |
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#2 |
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Rebmem Roines
Join Date: Sep 2004
Posts: 1,987
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Considering how games have different offscreen passes with geometry, I'm not sure this question has a very straightforward answer. If every game used the same algorithms, a single number might be attained.
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#3 |
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Senior Member
Join Date: Feb 2002
Posts: 3,859
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I'd say "4" but not at the same itme of course
__________________
Vince: "Nobody gives a damn about graphics, we're well into a point of diminishing returns with respect to current TV limitations, and even with HDTV, the average consumer won't notice a diffrence between PS3 and XBX2." |
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#4 | |
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Naughty Boy!
Join Date: May 2005
Posts: 994
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#5 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 26,056
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From what I'm hearing these GPU's (or Xenos at least) will be setup limited to 500 million vertices/second, so that's as good it gets no matter how much CPU you throw into the equation.
About ten million polygons a frame isn't too bad, seeing as that's at least 3 times as many polygons as pixels. But these things will be shader limited so you won't get to use all that. A flat shaded cartoon renderer might get more though and produce smoother models.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#6 |
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Junior Member
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Pardon my limited knoledge but what does "shader limited" concerning the max output of polygons mean...
is it a tradoff between normal mapping and actual poygons, because it seems to me that characters normal mapped (which is bump mapping) have fewer polygons that would seem at the disposal of devs? |
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#7 | |
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Senior Member
Join Date: Jun 2005
Location: Bridgewater, NJ
Posts: 3,191
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Quote:
Also, how can you tell these will be shader limited? On the 360 with 10 million polys and 48billion shader ops it doesnt seem like it would be. Thanks J |
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#8 | |
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Senior Member
Join Date: Jun 2005
Location: Bridgewater, NJ
Posts: 3,191
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Quote:
http://www.xbox.com/en-US/xbox360/factsheet.htm However, in a 1280x720 frame, you have roughly 1 million pixels so you get about 8x as many polys per pixel (not 3x as you state above). AM i calculating incorrectly? (BTW, i'm still not clear if 8million polys or 8x polys vs pixels is 'plenty'. J |
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#9 | |
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Join Date: Jun 2005
Location: Wolverhampton ( West Midlands )
Posts: 114
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#10 | |
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Senior Member
Join Date: Sep 2005
Posts: 1,181
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#11 |
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Senior Member
Join Date: Jun 2005
Location: Bridgewater, NJ
Posts: 3,191
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Since the 360 uses unified shaders, is it pretty much a zero sum game between vertices and shader ops? For example if a scene has 1 million polygons per frame does that directly cut into the Xenos' shader op ability? Or is the way scenes are rendered not cause it to be one or the other?
Just wondering, how many vertices can the ps3 can be 'setup'? J Last edited by expletive; 26-Sep-2005 at 05:09. |
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#12 | |||
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Senior Member
Join Date: Sep 2005
Posts: 1,181
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#13 | |
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Senior Member
Join Date: Jun 2005
Location: Bridgewater, NJ
Posts: 3,191
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J |
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