Dirt has better graphics than GTHD & Forza2?

SPE power isn't going to be the limiting factor when putting multiple cars on the screen at once. It is going to be the six fold increase in polygons, cubmap calculations, shaders, texturing, etc. that are all going to fall on the lap of the RSX... not Cell.

But how do you know that the current engine isn't capable of already displaing at least 5 more cars on screen? Just because the demo doesn't include it, doesn't mean it can't.

If this is infact the GT5 engine running, it would unreasonable to think it's pushing out more for a single car than would be possible for the final game - but is the real engine running with little load to give a sneak preview for the final game.
 
...the facts of Nebula's post that remains is the part about the prebaked lighting and the fact that there is no AI or physics or rendering of ANY OTHER cars in GTHD. Let's please stop comparing this tech demo to games that are nearly feature complete as examples of which is best.

The track lighting in GT:HD is half pre-baked and half dynamic. The lighting on the spectators is dynamic. The lighting on the car is dynamic and, during the replays, more advanced than in any game seen so far.

The AI and physics Cell will just rip through. Adding more cars shouldn't really make anything suffer on the compute side, especially given how greatly the demo under-utilizes Cell. It's mainly the memory I'd be concerned with.
 
Forgive me if im wrong, but adding cars would mainly hurt the RSX and vram.

I would say memory first, then RSX. With good vertex culling on the SPEs, the RSX shouldn't be seeing that much more vertex or pixel load in most situations. The vertex LOD of the cars would be roughly inversely proportional to the number on-screen, and the number of car pixels to render is not actually correlated with the number of cars. Shadowing work on the cars might increase with the number of cars in view, but some of the shadowing might also be handled by Cell.
 
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