Fox5 said:Just wondering, since I've heard that using that many would bring the polygon counts around the level of sonic adventure 1. Maybe Rebel Strike does, some of the on foot stages don't seem to have that high of polygon counts, yet still look good somehow.
cthellis42 said:Do ANY gamecube games use 8 texture passes?
Do you mean at the same time or total?
That's a foolish notion. It does affect polygon counts just like with any other graphics processor. It still eats up clock cycles. Do you really believe that Flipper can still process a full 32.4mpps with 8 texture layers? It's actually more like 10mpps or less. Just adding 1 texture drops the polygon rate to 26.4mpps. The NV2A can apply up to 4 texture layers in a single pass (not resending geometry), yet it can't sustain the full 116.5mpps figure with that amount of textures.Teasy said:GameCube can lay down 8 texture layers in a single pass, so using 8 texture layers doesn't effect polygon counts on GC.
DeathKnight said:That's a foolish notion. It does affect polygon counts just like with any other graphics processor. It still eats up clock cycles. Do you really believe that Flipper can still process a full 32.4mpps with 8 texture layers? It's actually more like 10mpps or less. Just adding 1 texture drops the polygon rate to 26.4mpps. The NV2A can apply up to 4 texture layers in a single pass (not resending geometry), yet it can't sustain the full 116.5mpps figure with that amount of textures.Teasy said:GameCube can lay down 8 texture layers in a single pass, so using 8 texture layers doesn't effect polygon counts on GC.
Teasy said:GrallCould you post a quote for me
Simply put, he explained extra tri setup would limit the amount of polys that can be rendered per second, despite the fact the chip can do 8 textures in just one pass.
Ooh-videogames said:The engine is built around the strenghts of the hardware and optimzed for optimal performance.
Bohdy said:I believe that the only instance of this I have seen to date is the water in Rogue Squadron 2. And that really left a mark on the framerate...
I think it would be helpful if some people exactly explained why this isn't done more often considerig the much publicised "8 textures per pass"?
Li Mu Bai said:Bohdy said:I believe that the only instance of this I have seen to date is the water in Rogue Squadron 2. And that really left a mark on the framerate...
I think it would be helpful if some people exactly explained why this isn't done more often considerig the much publicised "8 textures per pass"?
Are you certain Bohdy? A 30fps hitch on RS3, nothing more. If 8 texture passes was such a huge performance hit, rendering it basically unusuable, why feature it hardware wise? It makes no sense.
Li Mu Bai said:Bohdy said:I believe that the only instance of this I have seen to date is the water in Rogue Squadron 2. And that really left a mark on the framerate...
I think it would be helpful if some people exactly explained why this isn't done more often considerig the much publicised "8 textures per pass"?
Are you certain Bohdy? A 30fps hitch on RS3, nothing more. If 8 texture passes was such a huge performance hit, rendering it basically unusuable, why feature it hardware wise? It makes no sense.
Another reason in the PC world is that some HW provides feature "X" while others have "X+Y" but a games developer may only have time to support the lesser feature set.london-boy said:well, that's the same question we should ask pretty much every PC graphics card manufacturer... PC Graphics cards are full of features which for the most part never get to be utilised because the architecture isn't powerful enough to substain perfect framerates.
Some features might be used in small portions, while others are just not used at all.
And let's not forget the art assets demands increase a lot when having to draw 8 textures for a single surface...