pc999 said:
Thanks for the info, if you dont mind
Do you know if there is any game one the GC that uses the 12 million polygons/second?
There is absolutely no way to tell, but from my experience I very much doubt it.
Game cube is extremly tolerant of coding style the difference between doing something the stupid way and spending hours pouring over the best way is pretty small.
BTW can you say how much is a a LOT? (eg I would guess up to D3 level which IIRC as about 100.000 polys as souce+ shadows/light)
Just to finish what do you would think that it is the best way to improve gfx?
Most guesses I see are well over 2x off some 5x plus.
Never played D3 so I can't comment.
As for improving graphics, it largely depends on the application. you really need close to 10x improvement in polygon counts to add noticeable detail to a lot of what's in current gen titles.
The example I always give is a window on a building face, Commonly it's just a texture on 2 polygons, to model it requires closer to 100 polygons and for the most part you have to be looking for it to notice the difference.
Similary draw two lines in photoshop that approximate what you see in silohettes, subdivide the lines until it's smooth enough to approximate the curve for you, count the final number of lines divide by 2 and SQUARE the number, and that's the increase in polgygon counts it would take to reach that degree of smoothness. example you think 4 secgments is enough increase in polygon count to go to 4 segments instead of 2 is roughly (4/2)*(4/2) that's a 4x increase, if it's say 8 segments to make it smooth then thats a 16x increase in polygons.
Detail just costs polygons, and none of this takes into account that as polygons get smaller GPU's get less and less efficient.
Normal and paralax maps help a lot with detail away from the edges, and when things are in motion edges are oftem much less of an issue.
There is still a lot of mileage in getting lighting right. I've always been a big fan of Namco's in that area, and Polyphonies GT series, the use of color and light is extremly good.
Great dynamic lighting is still a work in progress, but I'm sure we'll see strides in that direction this gen. It's really the first time we've been able to do significant math on a per pixel basis, so it should be interesting.