Humus said:
I don't think we should complain about Tim Sweeney's work, ...
I disagree.
Though I can certainly forgive the man that he zigged instead of zagged on a particular technical point, I don't much care for his cathegorical statements, judgemental attitude and recently his infantile harping on how Unreal will have 100 000+ polys per frame.
First off, it's no guarantee that it will look particularly good. The Comanche4 Demo makes that embarrassingly obvious. Secondly, it implies that they don't do much (or any) LOD work, making for a gameworld bogged down with unnecessary detail at high distances in order to look reasonably good close up. Your comments about LOD are not without validity of course, but it is not as if it takes a huge amount of work to do, nor does it lhave to look bad, as long as you are not constrained by trying to reduce the scene to an absolute bare minimum number of polygons. Safe, conservative LOD is way better than none at all. Not using it is asking for trouble when you are creating a general engine, or an engine intended for multiplayer use.
Have _anyone_ here seen good framerates in any games when the polycounts climb beyond 6 digits? No, benchmarks such as 3DMarks don't count. Not too many such games around of course, and those that are may not be optimally coded, but.... I think a certain sceptisism is warranted. As long as you can reduce the polycount to improve framerate this won't be a problem, but that reduces all this "over a hundred thousand polygons" to marketing and little else.
We could probably have a good discussion here about how a large polygon budget should be used though. And what bottlenecks/pitfalls there are. New thread, someone?
And I'm sorry, but I can't help but comparing Sweeneys posturing with Carmacks nerdy
description of how they make relatively few polys look really good, and how they allocate the available computing budget. it's probably a bit silly of me, but I know which attitude I'm comfortable with.
Entropy