ralexand said:
But this is how all these discussions about polys per frame are discussed. It's pointless to talk about how culling affects this number since it changes each frame, but when a developer says a game is pushing such and such polys they aren't subtracting culled polys.
Well actually it's all about how many polygons PER FRAME (like our friend like to capitalise it) there are.
Have you played around witht he settings in FarCry?
With default LOD on, the game never pushes more than 5-9 million polys per second (the figure per frame depends on what framerate you're running), and that's even with the insane amount of vegetation and long draw distance there is.
Taking the LOD off, the game can top the 50Million polys per second (which strangely enough doesn't really affect performance that much on a NV35). That's quite a big difference.
So i'm not saying X360 is not capable of pushing polygons in the region on 300M per second (like a NV35 can push 50M in farcry without too much trouble), the point here is that it's useless to have no LOD and draw every single polygon that's there. It's just a waste of resources you much better off use for pixel shading, especially on the Xenos where vertex and pixel shading need to share the same units on the GPU.
EDIT: And YES, when a developer talks about how many polygons per second he can push (which very rarely happens anyway) with his game, he means the polygons you see, after culling, it's useless to mention how many polygons he
could be pushing if he didn't use LOD and culling.