kenneth9265_3
Newcomer
M$ said that the Xbox can produce 500 Million Polygons per sec. How does that relates to real game time performance?
The GPU has a peak pixel fill rate of 4+ gigapixels/sec (16 gigasamples/sec with 4× antialiasing). The peak vertex rate is 500+ million vertices/sec. The peak triangle rate is 500+ million triangles/sec. The interesting point about all of these values is that they’re not just theoretical—they are attainable with nontrivial shaders.
let's say 1/3 of the unified ALUs are assigned to vertex shading, one could process 160 floating ops per vertex and saturate the primitive setup engine!!.......... I hope this is true........
satriales said:So why does Perfect Dark Zero only have 5000 polygons per character and 100,000-300,000 for the enviroments?
nAo said:let's say 1/3 of the unified ALUs are assigned to vertex shading, one could process 160 floating ops per vertex and saturate the primitive setup engine!!.......... I hope this is true........
satriales said:So why does Perfect Dark Zero only have 5000 polygons per character and 100,000-300,000 for the enviroments?
Because it's a port and a work-in-progress from this generation?satriales said:So why does Perfect Dark Zero only have 5000 polygons per character and 100,000-300,000 for the enviroments?
1/3 * 48 = 16 ALUs. Each should be able to do 10 ops per clock (1 vec4 + 1 scalar = 8 + 2), thus 16 ALUs * 10 ops = 160 ops per clock cycle.Acert93 said:nAo, if you get the time, could you explain your math on this?
Love_In_Rio said:PDZ aimed final graphics ( or maybe actual single player graphics ):
http://img231.echo.cx/img231/6862/jo1jd.jpg
Glonk said:Because it's a port and a work-in-progress from this generation?satriales said:So why does Perfect Dark Zero only have 5000 polygons per character and 100,000-300,000 for the enviroments?
So what? what should they quote? average numbers based on games that do not even exist?Tacitblue said:Probably specs similar to the PS2's 70 million poly's per second, which it never did, just PR bullshit. Once you get AI, interactive environments and most importantly multiple shaders on it probably won't see anywhere near that.
Tacitblue said:Probably specs similar to the PS2's 70 million poly's per second, which it never did, just PR bullshit. Once you get AI, interactive environments and most importantly multiple shaders on it probably won't see anywhere near that.
I thought in this day and age of pixel and vertex shading we were so past 'polygons per second' as a measure of graphical prowess.