Edited by DB: It was only a few clicks away, lets not waste too much database space please.
http://www.beyond3d.com/forum/viewtopic.php?t=5589
http://www.beyond3d.com/forum/viewtopic.php?t=5589
Deepak said:Who is Deano btw?
Deepak said:Is he talking about BF the game or something else??
chaphack said:Indoors is easy, outdoors is where it gets hard.... Brute force fails completely outdoors, I once calculated that to brute force render the worst view of one of the levels would take some thing like 22,000,000 polygons per frame....
on the PC side of things lots of people talk about low poly with per-pixel lighting being the way forward. I have to disagree, I want high poly with per-pixel lighting
zurich said:Following Dean's thought, shouldn't the XBox be just plain bitchin' then?
bbot said:zurich said:Following Dean's thought, shouldn't the XBox be just plain bitchin' then?
Isn't it? Isn't that why Criterion used twice as many polygons as PS2 for each car for the Xbox version of Burnout 2? Isn't that why ERP used 25,000 polygons for each car in the cancelled ERP racer?
I thought it was just player's car, but nevermid, yeah Xbox obviously can move more polys than PS2, probably quite a bit more when it comes to multitextured polys.Isn't it? Isn't that why Criterion used twice as many polygons as PS2 for each car for the Xbox version of Burnout 2?
zurich said:Following Dean's thought, shouldn't the XBox be just plain bitchin' then?
chaphack said:Yes, just how targetting for a wide range target is? I have heard many a times that PC developers are held back by compatibility blah blah yadayada crap.