notAFanB said:friedsnake said:gc has the most tapped hw(best looking games), its games push 10 million polys, ps2 and xb games push near to 5 million polys(there are exceptions like jak)
are you trolling?
why? fatcs=trolling???
notAFanB said:friedsnake said:gc has the most tapped hw(best looking games), its games push 10 million polys, ps2 and xb games push near to 5 million polys(there are exceptions like jak)
are you trolling?
what?...developers offer info about poly counts and there are many tests..
friedsnake said:notAFanB said:friedsnake said:gc has the most tapped hw(best looking games), its games push 10 million polys, ps2 and xb games push near to 5 million polys(there are exceptions like jak)
are you trolling?
why? fatcs=trolling???
Sony provides MPEG2 license, M$ doesn't.Well... most Xbox devs use Bink.
Factor 5, creators of the multimillion selling "Star Wars®: Rogue Squadron?" game franchise and the MusyX? sound tools for multiple game platforms, previously partnered with DivXNetworks to create the popular DivX for Gamecube SDK. The new DivX for Xbox SDK includes a number of new features for the highest-quality in-game cinematics, including
--Hand-optimized Pentium assembly code for maximum performance
--DVD-quality at file sizes 7-10 times smaller than MPEG-2
--Full usage of PixelShader Technology to offload CPU performance onto the graphics chip
--Full beyond-HDTV resolution support of up to 1920x1080 progressive scan video
--Full-screen and surface-mapped rendering support for video on 3D scenery
Ran at 46.5 fps in 3DMark 2001... check it out here.Bohdy said:DeathKnight said:DOT3? Heh, my original Radeon was able to do that.
I can only imagine the blazing fast framerates that rendered at. Heck, Tenebrae runs a spritely 6-12 fps on my GF2!
AFAIK the vertex processing is not really programmable and more static. Obviously any effects that stray from this will have to fall back on the Gekko for processing. Throw a bunch of these effects around and it's going to choke.Proteus said:ON TOPIC.. I've heard from a few people that GC has weak/non existent vertex proccessing capabilities, making vertex effects very costly for the system.. I thought that was a little strange, considering the generally excellent design of the Cube.
The game wasn't true 1080i. The game was rendered in 480p widescreen then upconverted to 1080i for output if 1080i was enabled. This is the reason the game itself looked hideous in 1080i.Ozymandis said:A little off-topic, but I wonder if Shiny used Factor 5's Divx for Xbox or wrote their own (for EtM Matrix)? Because they had 1920x1080 Divx FMVs in the Xbox version of the game. Looked hideous though. The amount of compression was just ridiculous.
AFAIK the vertex processing is not really programmable and more static. Obviously any effects that stray from this will have to fall back on the Gekko for processing. Throw a bunch of these effects around and it's going to choke.
DeathKnight said:The game wasn't true 1080i. The game was rendered in 480p widescreen then upconverted to 1080i for output if 1080i was enabled. This is the reason the game itself looked hideous in 1080i.Ozymandis said:A little off-topic, but I wonder if Shiny used Factor 5's Divx for Xbox or wrote their own (for EtM Matrix)? Because they had 1920x1080 Divx FMVs in the Xbox version of the game. Looked hideous though. The amount of compression was just ridiculous.
7upac said:friedsnake: Well Star Wars RL does push 15 million polys i even read an interview where factor 5 claimed that them selves, but ps2 and xbox also have quite many games that push that and more. The ps2 has jak and daxter, R&C, GT3, BGDA, FF10, primal, sh3, and im sure there are more i just cant remember right now. The Xbox has doa3 , halo, i know theres more but cant remmebr again. Gc has few games that push over 10 million polys , The only ones i can think of are Star fox , Metroid prime , and star wars RL.And to be honest the only games on gc that technically impress me are star fox and Star wars.
DeathKnight said:Stop making stuff up friedsnake
Want to know something? Azurik pushes 15 million polygons a second at 30fps with up to 500,000 polygons on screen at a time with FSAA and that was an Xbox launch title. There are many games that push more polygons and look better to boot. ERP's Xbox racing game that got canned pushed upwards of 30 million polygons per second. That's the highest number I've heard of thus far that's actually been divulged.
friedsnake said:Death Knight, xbox can push max. of 12 million polys at 60fps, with textures and FSAA on...btw the NV2a doesn't have a 4000 M fill rate but a 1000 M fill rate(as MS claims).
7upac said:friendsnake: Ah buddy are u high? Seriously now be honest. Do u know how many characters BGDA suports on screen at once and the size of the levels and how much polys all the characters have? The main character in BGDA and the ppl u interact with all have 4000 and higher polys and the bosses reach all the way up to 20 000 polys. So plz 5 million polys is a bunch of BS. AND do you even know how many polys each character in DOA3 has ? Doa3 pushes at least 10 million polys. Also Jak and Daxter and R&C push more then 15 million polys.
notAFanB said:friedsnake said:Death Knight, xbox can push max. of 12 million polys at 60fps, with textures and FSAA on...btw the NV2a doesn't have a 4000 M fill rate but a 1000 M fill rate(as MS claims).
seriousely where are you getting this stuff from (I mean personnelly where did you garner this information).
the 4GPixel fill rate figue is correct (sorta). at least when it was measured from a 250Mhz XGPU.