randycat99 said:Just some quick calc's- at 60 fps, that's 16 mil polygons per frame! On a 640x480 screen, that's literally 50 polys per pixel. Take it up to a basic HDTV resolution and that's still nearly 14 polys per pixel- or alternately, polys potentially 1/14 the size of a single screen pixel. I think the "n-gon" look and "cube finger" affliction will be pretty well decimated at that point.
...or you could look at this way- you could conjure up a graphics engine that works at a paltry 7% poly throughput efficiency and still come up with 1 poly per pixel (comparable to a 30 mil poly/sec game from today). That's a lot of resources left out to devote to lighting, effects, and filtering!
First of all, we're talking about HDTV for next gen, and that's 1 mil pixels per frame. Secondly, this polys per pixel computation doesn't make any sense since in reality there is no one to one relation between polys and pixels: some polys can cover half a screen while others can be so tiny to only cover a small part of a pixel, and you have to take into account overdraw.
Lastly, next generation machines will use high order primitives such as NURBS patches, so all this polys per second figures have little relevance. The FLOPS performances are much more important.