nAo said:
edit: it's also quite easy to throw a lot of geometry to a unified shading architecture without paying a huge perf cost for it, but I stopped getting excited about vertices/triangles per second figures this gen cause those numbers are not really representative of what you see on screen. As I stated many time we should get better at distributing geometry on
screen, we often manage insane polycounts (2-3M triangles per frame or even more) without having a good return in term
of image quality.
Fair enough, I'd agree with that. But...until someone has figured out a way to adjust polygon distribution in realtime that is suitable for games, then we're kind of stuck using the more tried and true methods. Maybe you're ahead of us in that regard, as we don't have any such system in house. Progressive mesh, as described at PS3Devcon, isn't a solution for us either, partly because it doesn't really redistribute polys from where they aren't needed, and party because it's a nightmare to setup/maintain. So for now for us that means using polygons, and lots of them. We have no choice in this, and I don't really see that changing much in the next couple of years, for us anyways. I'd wager that many other studios are in the same predicament though as I can still spot polygons in just about every title out there, even the uber ones.
I guess my point is that while the argument of poor poly distribution is noble and correct, it just doesn't matter much in the current reality of the situation. And hence we are still stuck with 4+ million triangle counts (in replay mode, 30fps but still 4xmsaa) because our silhouettes must look perfect for the replay camera which inevitably gets zoomed in close enough to see if a superstar players shoes are accurate.
Now, if you have already built a realtime polygon distribution system that works on PS3 then message me. Our parent company has deep pockets, they would be interested in buying and/or licensing it. No joke, just let me know and I'll get you in touch with the big wigs here that make these choices, then you guys can sort out the legal details. Just make the interface easy, since I'll probably be the one implementing it